DeNMaN

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  1. In reality it just needs some minor tweaks. Overall vs minions and lieutenants I didn't see a huge difference in speed one way or the other in comparison to Super Strength and Electric Melee. So in a PvE environment that probably just means that Super Strength has some extra wasted damage when compared to the lower base damage electric until we include boss killing which Super Strength does much faster. And boss killing is more on lines of PvP encounters which is why Electric is getting such a bad rap for pathetic damage. When running through some numbers for attack chains Electric ends up about 1 BI/sec lower from base damage in comparison to Super Strength. 1 BI/sec is a considerable amount since electric runs around 2 BI/sec and Super Strength gets around 3 BI/sec. Energy damage is less resisted than Smash damage though so someone with 33% smash ressitance puts Electric and Super Strength back on par at 2 BI/sec. Then robots and such have negative resistance to energy making it possible to get the 3 BI/sec rating out of energy vs those foes but as far as I recall no one is negative resistance to smash. Making in the end Rage being the big difference overall in the constant damage output from Super Strength where Electric is more about the AoE alpha strike and the boss will take longer because of no large single target attack but isn't all that bad when you don't try and use Thunder Strike as a single target attack.

    Electric is still a little behind though as the negative energy resistant foes are fewer than the non smash resistant foes but I would rather see an increase in some AoE potential damage and some slight and I mean slight increase to single target attacks.

    So here is my review/suggestions for Electric Melee:
    (note: I use Damage Scaler as this was included in a PM to _Castle_, to compare Damage Scaler (DS) to BI it is .36 BI = 1 DS)

    Charged Brawl - .84 Damage Scaler
    Havoc Punch - 1.32 Damage Scaler
    Charged Brawl and Havoc Punch are good 1,2 powers for fury building, trid to replace charged brawl with boxing and fury building just didn't seem to work to good like that so elected to not take boxing and tough for that reason and the added end cost of Tough was enough to need stamina at that point.

    Jacobs Ladder - 1.32 Damage Scaler
    Good animation little unreliable as a cone especially after using Lightning Rod as the foes don't tend to line up very well when you teleport right in the middle of them for maximum AoE effect on Lightning Rod. Suggestion would be to just increase the cone to be equal to Shadow Maul to make it a little more reliable for 2 targets.

    Build Up - Normal build up, nothing to talk about here.

    Thunder Strike - 1.0 Damage Scaler single target, 1.0 short range AoE Damage Scaler
    Ok single target attack however animation is a bit long for its single target damage. AoE damage is nice addition howerver its limited range seems to limits its real AoE power. Thoughts to fix this power would be to increase the Single target damage to 1.64 Damage scaler (ex. Stone Mallet) and leave the AoE damage as is or increase the AoE range to 15ft (ex Foot Stomp, Tremor). The current range is an avgerage of hitting about 5 foes on a team and is difficult to even come close to 10 foes when teaming.

    Taunt - Normal Taunt, nothting to talk about here.

    Chain Induction - 1.32 Damage Scaler
    Unreliable AoE from what I could tell so its XP loss wasn't really noticble as it didn't seem to arc much at all. Suggestion for this power would be make it a Single target 1.64 damage scaler. This would make a great follow up power to Thunder Strike for increased single target dps (aka boss fighting).

    Lightning Clap
    I didn't take this power as I assumed it was very similar to Super Strength->Hand Clap. If the knockback is the same for this as Hand Clap I would like to see it changed to just knockdown to anything -1 and higher in level if the AoE range of Thunder Strike is not modified. If Thunder Strike AoE range is increased than Lightning Clap is ok to leave alone. Reason to make the change if the AoE range of Thunder Strike is left as it currently is would be that once you Lightning Clap the majority of the foes around you would then be out of Thunder Strikes AoE range.

    Lightning Rod - 2.52 Damage Scaler AoE
    Current 60 second recharge is nice for group to group and great knockback for damage mitigation, if it was really intended to be 90 seconds it will make it a little less useful but in the end it will still be very worth it at 90 seconds as its AoE range is very nice especially compared to Thunder Strike. So what will the difference be from 90 second recharge compared to 60 second recharge? I would guess with 90 seconds slotting would change to 1 Acc, 3 Dmg, 2 Recharge where with 60 seconds 1 Acc, 3 Dmg, 1 Recharge, 1 End Redux was what I was using to have overall difference of 10 seconds longer recharge and ~3 more endurance to use to still be very balanced for the damage done.
  2. No appology needed for the comment earlier PinkStar, I am used to people not agreeing with my outside of the box thinking at times. So I had a thought of why the Electric Damage is how it is and gave a reason as how it could be buffed from faster fury building and all people have to think about is the max damage reduction would destroy brutes yet currently max damage can not really be reached outside of PvE. After all Brutes could be much worse if they had gotten Definace

    As for endurance cost, I really didn't see a problem with endurance cost as I was running a stamina less build on Elec/Elec and also had an Elec/Invuln that did just fine with Stamina and a few endurance reductions.

    My Elec/Elec stamina less build is this:
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Brute-Elec-Elec
    Level: 41
    Archetype: Brute
    Primary: Electric Melee
    Secondary: Electric Armor
    ---------------------------------------------
    01) --> Charged Brawl==> Acc(1)Dmg(3)Dmg(40)
    01) --> Charged Armor==> EndRdx(1)DmgRes(5)DmgRes(9)DmgRes(11)
    02) --> Havoc Punch==> Acc(2)Dmg(3)Dmg(13)Dmg(29)
    04) --> Jacobs Ladder==> Acc(4)Dmg(5)Dmg(13)Dmg(15)EndRdx(23)
    06) --> Build Up==> Rechg(6)Rechg(7)Rechg(7)
    08) --> Thunder Strike==> Acc(8)Dmg(9)Dmg(11)Dmg(15)EndRdx(23)
    10) --> Static Shield==> EndRdx(10)
    12) --> Combat Jumping==> DefBuf(12)
    14) --> Super Jump==> Jump(14)
    16) --> Conductive Shield==> EndRdx(16)DmgRes(17)DmgRes(17)DmgRes(21)
    18) --> Chain Induction==> Acc(18)Dmg(19)Dmg(19)Dmg(21)EndRdx(34)
    20) --> Lightning Reflexes==> Run(20)
    22) --> Aid Other==> IntRdx(22)
    24) --> Aid Self==> IntRdx(24)IntRdx(25)Heal(25)Heal(27)Heal(27)Rechg(37)
    26) --> Acrobatics==> EndRdx(26)
    28) --> Conserve Power==> Rechg(28)Rechg(29)Rechg(31)
    30) --> Hasten==> Rechg(30)Rechg(31)Rechg(31)
    32) --> Lightning Rod==> Acc(32)Dmg(33)Dmg(33)Dmg(33)EndRdx(34)Rechg(34)
    35) --> Power Sink==> Rechg(35)Rechg(36)Rechg(36)EndMod(36)EndMod(37)EndMod(37)
    38) --> Power Surge==> Rechg(38)Rechg(39)Rechg(39)DmgRes(39)DmgRes(40)DmgRes(40)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Fury==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    I didn't save my build for Elec/Invul as I will be rolling an Elec/Elec and teaming with a Kinetics Corruptor to get by until Power Sink and then later follow it up with Fulcrum Shift Lightning Rod for some AoE goodness.
  3. Just had a thought that Electric may just be a new standard base damage of where all brute primaries will end up inorder to increase the rate at which fury builds for PvP. For example a Knockout Blow with Rage and Full Fury is just absolutly devastating to a squishy where right now its hard to build up that fury making it not quite as devastating but if a fix is put in where fury will build faster than the overall damage will have to be lowered to keep them in check of gaining to much fury power to quick.

    So what I could really see happening is they know how well current Super Strength, Energy Melee, and Stone Melee do in PvP even with low fury and could be using a lower overall damage set as the new Electric to get some datamining to know how much Fury will need build up to make a lower damage set start to compete at today current live levels.

    I would go as far as saying Brutes need to watch out for a "small tweak" in the future of gaining the Ability to increase Fury faster at the cost of lower starting damage which will result in less maximum damage possible also. Currently when a Brute can get Full Fury I would say that they have much larger alpha strikes compared to scrappers with the exeption of Broadsword that criticals on both headsplitter and disembowel. Howerver it is ok if they get the opourtunity to out damage scrappers but if they ability to get to full fury is faster then the overall maximum damage will have to be lowered to keep it balanced with how fast they can kill today which is still extremly fast especially with Fulcrum Shift.

    If something like this does happen don't just immediatly cry "nerf" though as currently if you get a full bar of fury there is easily possiblities where you waste a lot of damage as you pummel someone for 250 when he had 20 hit points left so now you might pummel him for 210 when he had maybe 50 hit points left with the point being it that the change may actually just make your Brute get up to killing speed faster with just a slight hit to how big of an alpha strike they can unleash.

    Then this idea may not be anything of what is being thought of and they will in the end just give some tweaks just to electric to bring it closer overall to the other sets in overall damage.

    Either way I look forward to an Electric/Electric non-stamina brute in the future.
  4. PvP is the same in I7 as it is now. The Defense Scaler (better called Critter Accuracy by Aranaville) is just a change for PvE to provide defense builds a better scale of damage mitigation when fighting anything up to +5 level critters. Note that a critter is anything not conrolled by a human player which is why PvP is not changed.
  5. [ QUOTE ]
    Now I tried out the same scrapper same lvl after they removed the 1/3 defense bonus and 3 minions (+1) owned me!!!

    [/ QUOTE ]
    Thats funny since the values that have always been on test are the values of what is currently on Live.

    And if your whole test was based on one fight vs 3 +1 minions then yeah go play a regen and leave +def builds alone.
  6. It was mentioned in the Stalker forums that the Description of Midnight Grasp doesn't mention DoT damage. Could a Red name confirm if the Stalker Midnight Grasp is the same as the Scrapper version or has it been changed to avoid any issues with re-hiding?
  7. [ QUOTE ]
    [ QUOTE ]
    btw you got it backwards, the heros are usually the ones tping villains into drones

    [/ QUOTE ]

    Hmm, not on my server (Victory), in Siren's Call they villains do that a lot...

    It's no big deal, but I think it's unsportsmanlike. Feeble and weak. And I mean that for anyone: Hero, villain, what have you.

    I hope they figure out a way to make it a 'chain reaction' where any Hero who does this winds up going to the hospital.

    [/ QUOTE ]

    I would be ok with this if it would just put us back where we got tp'd from instead of the hospital since we start back at 1 health when we respawn.
  8. Here is the Assassin's Eclipse - Skull Flash

    I was worried when it was said to be like the MA/EN animations but the skull flash and dark graphics make it ok as you don't really see your toon hitting below the belt.
  9. I started with Smite and Shadow Maul and I was just standing around to much after my attacks and felt like I was talking to much damage for just fighting to equal minions. So I created another and took Shaodw Punch and Smite and that provide much better results and I actually hardly took any damage after getting a couple tohit debuffs stacked. Endurance did seem a little bit high for just using Shadow Punch and Smite though as I was able to run through a the bar in a mission at level 3. Right now claws does just as good but uses less endurance so I would like to see a bit less endurance cost on Dark Melee now that the set doesn't include Dark Consumption.

    Overall though having played a DM scrapper to 50 I think I could make it work for a Stalker aswell. Won't be as much burst damage as other sets but should be a little more scrapperish with the tohit debuffs and the dot's.
  10. One word to describe my initial thought would be "disappointed".

    Endurance costs felt the same as the Scrapper version of the powers yet my scrapper can run dry without any toggles running pretty fast but now I don't have dark consumption to fill me back up.

    Shadow Maul will be a good out of hide power but for the most part Smite will be the follow up power to AS until level 32.

    Shadow Punch, Smite, Shadow Maul, and Midnight Grasp will be required to attempt any real scrapping attempt.
    Stamina will be required leaving just Siphon Life and Touch of Fear to probably not find a place in a build.
    Concealment of course if plan on any PvP.
    Maybe the post 40 level can pick up Touch of Fear as the ToHit DeBuff is great plus not many with resistance to Fear.
    Siphon Life will never find a way to any of my DM stalkers as the 10% heal tha is accuracy based with a fairly high endurance cost for the amount of damage it does just ends up being bad all around for the most part.

    So I was thinking DM/SR again to match my main but knowing that EA provied better def for the same investment to all but Psi and included end recovery powers that would be the only way I could get the fexibility to make a solid DM build.

    Here is my thoughts if I go forward with the DM primary.
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Stalker
    Primary: Dark Melee
    Secondary: Energy Aura
    ---------------------------------------------
    01) --> Smite==> Acc(1)Dmg(3)Dmg(5)Dmg(11)Acc(34)Rechg(37)
    01) --> Hide==> DefBuf(1)DefBuf(19)DefBuf(19)
    02) --> Shadow Punch==> Acc(2)Dmg(3)Dmg(5)Dmg(15)Acc(36)Rechg(36)
    04) --> Kinetic Shield==> EndRdx(4)DefBuf(11)DefBuf(13)DefBuf(15)
    06) --> Assassin's Eclipse==> Acc(6)Dmg(7)Dmg(7)Dmg(9)Acc(31)Rechg(36)
    08) --> Build Up==> Rechg(8)Rechg(9)Rechg(17)TH_Buf(45)TH_Buf(45)TH_Buf(46)
    10) --> Hasten==> Rechg(10)Rechg(23)Rechg(23)
    12) --> Placate==> Rechg(12)Rechg(13)Rechg(17)
    14) --> Super Speed==> Run(14)Run(40)Run(43)
    16) --> Hurdle==> Jump(16)
    18) --> Health==> Heal(18)Heal(46)Heal(46)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Entropy Shield==> EndRdx(22)
    24) --> Power Shield==> EndRdx(24)DefBuf(25)DefBuf(25)DefBuf(31)
    26) --> Shadow Maul==> Acc(26)Dmg(27)Dmg(27)Dmg(29)Acc(34)Rechg(37)
    28) --> Energy Drain==> EndMod(28)EndMod(29)EndMod(43)
    30) --> Stealth==> EndRdx(30)EndRdx(31)
    32) --> Midnight Grasp==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Acc(34)Rechg(37)
    35) --> Invisibility==> EndRdx(35)
    38) --> Overload==> DefBuf(38)DefBuf(39)DefBuf(39)Heal(39)Heal(40)Heal(40)
    41) --> Moonbeam==> Acc(41)Dmg(42)Dmg(42)Dmg(42)Acc(43)IntRdx(45)
    44) --> Combat Jumping==> EndRdx(44)
    47) --> Touch of Fear==> Acc(47)Acc(48)TH_DeBuf(48)TH_DeBuf(48)TH_DeBuf(50)
    49) --> Phase Shift==> Rechg(49)Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Assassination==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  11. My conclusion with MoG is that it does work great when you are faced with very heavy hitters that will one or two shot you or just enough incoming damage that you can't heal fast enough. Granted it does have some holes compared to Elude, however if you consider MoG as a utility power where Elude is a core power of Super Reflexes. With it being a utility power you then have the option of not having to take it for survival and are left with options that Super Reflexes does not have the room to make.
  12. DeNMaN

    Kheldian changes

    Did some testing and Sgt_Liberty was correct.

    Test used a level 2 Peacebringer and a level 2 fire tank without fire shield on.
    Took damage from a level 2 minion Blood Brother Slicer
    PB - 8.81 damage
    Tank - 6.78 damage

    6.78 * 1.3 = 8.81 damage to reflect the 30% Debuff.

    I then logged on my level 28 PB and did a test with Shining Shield with 0 Resists.
    52.98 Damage with Shield
    66.86 Daamage with no Shield

    Making the base resist of the shields ~20%
  13. DeNMaN

    Kheldian changes

    [ QUOTE ]
    [ QUOTE ]

    My experiance is that the -30% is calculated off of your total resist and not a direct reduction.

    Ex.
    Shining Sheild is ~27% Resist Smash/Lethal base and after Kheldian Debuff it is 27% / 1.3 = 20%
    and not 27% - 30% for -3% resist.


    [/ QUOTE ]

    This is opposite of my experience, especially since that isn't how other Resistance Debuffs (Enervating Field, Freezing Rain) are calculated.

    [/ QUOTE ]

    After doing some more thinking on this there are 2 ways that the Debuff could be applied.

    1) would be a percentage of your total resistance percentage.

    2) direct reduction from your total protection

    I am going to do some testing on this tonight to get a better understanding of how the debuff is working since a direct -30% would make incoming damage very high compared to what I feel I have experianced.

    Once I get some numbers together I will post my results so we can have a better understanding of how the Issue 4 changes are going to effect us.
  14. DeNMaN

    Kheldian changes

    I just hope that Issue 4 will live on test long enough to get some decent testing of any new changes before going live since defender/controller/blaster hit points seems like to much of a hit to make up for -30% debuff for any non-teamed kheldian.

    My experiance is that the -30% is calculated off of your total resist and not a direct reduction.

    Ex.
    Shining Sheild is ~27% Resist Smash/Lethal base and after Kheldian Debuff it is 27% / 1.3 = 20%
    and not 27% - 30% for -3% resist.
    if slotted Shining Sheild is 54% with 1 EndRedux, 5 Resist and after Debuff is 41.5% for a total of 12.5% debuff.

    Now lets look at hit points, I believe when I am around 750 a blaster/defender/controller is around 600.
    Time to do some comparisons with difference in resist and hit points to show difference to before and after changes

    750 hp @ 41.5% ~ 1060
    600 hp @ 54% ~ 920

    Therefore we would be taking a hit point reduction for when we are solo, but now we need to look at the numbers for teamed since teaming with 2-3 other heroes seems to be common and where Kheldians are mainly aimed.

    Example for 2 additional heroes
    750 hp @ 48.6% ~ 1110
    600 hp @ 65% ~ 990

    Lets look at a full 8 hero team
    750 hp @ 75% ~ 1310
    600 hp @ 85% ~ 1110

    so from the formula of:
    Effective Hit Points = total hit points + (total hit points * (total resist + (total resist * kheldian buff)))

    However with my guess on hit points doesn't make this a fact that after the changes Kheldians will take more damage because if I have an error of around 12.5% on the hit points things will equal out.

    Also with other changes that will be made will make more of a difference also so I am not going to get all worked up over what is being proposed for changes as long as we get time to test out the changes and give the devs some feedback and some data on test for them to review the results.
  15. Shadow Brawlers Guide to Dark Melee and Super Reflexes V2.0

    Dark Melee -
    This primary scrapper set offers great single target damage, a high power cone attack, 2 utility AoE attacks, a self heal attack, and great single target fear attack. This set has only 4 primary attacks which makes the decision of what attacks to take fairly easy so not much detail will be provided on those powers. The utility powers can be picked to help compliment character concept and also use for certain character. For example a Regeneration scrapper probably would do best not to take Siphon Life and/or Dark Consupmtion as both of those can be performed better by Regeneration.

    Shadow Punch -
    This single target punch is available at level 1 and does split minor damage of smash and negative. Attack speed is very quick and aids to the single target damage of Dark Melee. This power is not considered a must have as boxing from the fighting power pool is close in damage and attack speed. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

    Smite -
    This single target punch is available at level 1 and does split moderate damage of smash and negative. Attack speed is quick and is one of the key attacks of Dark Melee's single target damage. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

    Shadow Maul -
    This cone attack is available at level 2 and does split high damage of smash and negative over time. The attack is a narrow cone however with some practice can learn how to get in position for 2-3 foes in range fairly quickly. For boss killing this power is not a must have as its animation time will lower single target dps. This power is great early to mid game while most foes will close to melee range after starting the fight where in the late game it will become situational as more foes stay in ranged attacks. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

    Touch of Fear -
    This power is available at level 6 and provides a Fear effect and a accuracy debuff around 20% base. The fear duration is 45 seconds fear duration does not need slotted for as most foes will not last 45 seconds to your attacks. If slotted at all ToHit Debuffs will work well with the high base value.

    Siphon Life -
    This power is available at level 8 and provides a self heal and moderate negative damage. The heal has a base of 10% and also carries a fairly high endurance cost. Slotting of this power is best for healing rather than damage, 1 Acc, 1 End Redux, 4 Heals provides almost a 25% heal for fair amount of endurance.

    Confront -
    This power is available at level 12 and provides a single target taunt. Power is auto-hit and the single slot can be used for taunt duration. Power is great for pulling by a scrapper but it a situational power for the most part for scrappers.

    Dark Consupmtion -
    This power is available at level 18, it is the first AoE attack in the set and provides endurance recovery per foe. Base Endurance recovery is about 33% per foe so if the attack hits 3 foes at once it will refill an entire bar of endurance. Slotting for damage is not recommended as the power has a fairly long recharge time of 3 minutes, slotting for toggle based builds would be 1 Accuracy and the rest that you can spare as recharge and for powers that drop enduance to 0 slot 1 Accuracy, enough recharges to have it ready everytime the power leaves you drained, and the rest as End Recovery.

    Soul Drain -
    This power is available at level 26, is the second AoE attack in the set and is equivalent to build up of other sets. For each foe hit there is a damage buff and accuracy buff that lasts for 30 seconds and can be very powerful in large teams. With 1 Acc and 5 Recharges along with perma-Hasten this can be always ready as it wears off, however I have found more success with it slotted 2 Accuracy, 3 Recharges, 1 ToHit Buff as the downtime is still very short and allows for hitting defense buffed foes much easier.

    Midnight Grasp -
    This power is available at level 32 and is the 4th and final main attack in the set that provides Superior negative damage over time. Roughly 50% of the damage is delivered up front with the other 50% comming from 10 ticks over about 8 seconds. Initially this power will have you disappointed when first taking it, but after getting it slotted up turns into a great power that is one of the defining powers for single target damage. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.



    Super Reflexes -
    This scrapper secondary is all about defense which means damage avoidance. The defense is broke down to 3 different attack types: Melee, Ranged, and AoE. The scrapper secondaries is the building blocks of scrapper survival. Slots should go to the primary first unless survival is a problem then slot what is necessary in the secondary to stay alive. I would consider Super Reflexes as you make a build for pre-40 and build for 40+ and not try and do both that way slots can be saved for powers that can help aid in the deficensies of Super Reflexes.

    Focused Fighting -
    This power is automatically chosen at level 1 and is a toggle with a base of 20% Melee Defesnse. Melee attacks will do the most damage early in the game and this power should recieve at least 3 additional slots and be slotted 1 End Redux and 4 Defense Buffs.

    Focused Senses -
    This power is available at level 2 and is a toggle with a base of 20% Ranged Defesnse. Ranged attacks don't do much damage early making this power one that can be put off for later to save on endurance. slotting for this would be best as 1 End Redux and 4 Def Buffs so that when combined with Agile the defense cap vs Ranged is hit against even level minions.

    Agile -
    This power is available at level 4 and is always on with a base of 10% Ranged defense. Take this power ASAP as it costs 0 endurance and provides enough Ranged Def from the initial slot until the toggle can be picked up.

    Practiced Brawler -
    This power is avaliable at level 10 and is a click power that will protect vs any status effect. This power is the best and the worst status protection in the game. It is the best because it is a click power and even if held it is still active causing the effect length to be greatly shortend. It is the worst because it is a click power and much kept being clicked to stay active.

    Dodge -
    This power is available at level 16 and is always on with a base of 10% Melee defense. Take this power ASAP as it costs 0 endurance and provides added Ranged Def from the initial slot that combined with the toggle can finally hit the defense cap vs Even level minions for Melee attacks.

    Quickness -
    This power is avaialable at level 20 and is always on providing a base recharge rate that is a little more effective than a dual origin and also provides added run speed. Is subtle but is noticible when taken.

    Lucky -
    This power is available at level 28 and is always on with a base of 10% AoE defense. This power is a must as it is the first AoE protection to this point where AoE attacks really start to hurt. Add slots as you feel necessary.

    Evasion -
    This power is available at level 35 and is a toggle with a base of 20% AoE defense. This power is optional as AoE starts to not hurt as much from the increased hit points of gained levels.

    Elude -
    This power is available at level 38 and is a click power with a base of 60% vs all. This power is best used with perma-Hasten and slotted 4 Recharges and 2 Def Buffs as once Elude is used it must continue to be used with the side effects dropping endurance to 0. This power combined with the passive powers finally get Super Reflexes on pace with the other secondaries and once you get it it is a whole new game.



    Dark Melee / Super Reflexes Overview -
    Dark Melee has Accuracy Debuffs to aid as +Def for Super Reflexes.
    Dark Melee has a heal power to aid Super Reflexes for when the hits to land or to help repair from auto-hit attacks.
    Dark Melee has a endurance recovery power to aid with the end heavy toggles of Super Reflexes.
    Dark Melee has a fear effect that can eliminate hard hitting lueitenants from battle.
    Super Reflexes has quickness to aid in more fluid attack chains.
    Super Reflexes shines vs a single foe allowing the Single target damage king to shine.

    Fitness pool, Dark Melee can use lot of endurance, Super Reflexes with perma-Elude will need stamina.
    Fighting pool, boxing can replace shadow punch and Tough will help vs AoE damage prior to being able to get full protection.
    Medicine pool, can be useful with aid self but Siphon Life is also almost as useful.
    Speed pool, hasten is a must for both sets to really shine and super speed is fast.
    Leaping, Combat Jumping combines wit super speed to give much needed verticle movement.
    However more than 4 pools can be helpful and one much be dropped.

    I avoided any number crunching as different styles will require different defense levels and if you feel your getting hit to much add slots to toggle(s) then passive(s).
  16. DeNMaN

    Changes to Rage

    As a perma-Elude SR scrapper I can contest that a full Endurance bar drop is way to extreme for Rage, only reason perma-Elude works with it is because it is a click and provides enough defense when combined with passives to continue to work without endurance.

    Another side effect of Elude is no natural endurance recovery for 20 secs (-1.667 EPS for 20 seconds).

    So since Rage sounds like it is all about getting angry to hit harder why not add some sort of no endurance recovery for 1/5 of the duration of rage. Damage mitigation would come from the fact that for them to keep endurance for their defense to stay on would be to not attack or slow their attacks way down without popping catch of breaths left and right as Tanker attacks already have a fairly high cost.