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Posts
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Overall I think that they should be Epic Power Pools with ranged weapons (Dual Pistols, Assault Rifle, ect) be made available only to melee toons (Scrapper, Brute, ect) and melee weapons (Swords, Staff, ect) only to ranged toons. Whips, I'm not sure about. Maybe melee.
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Haven't used my Staff toon much yet, sitting at level 2. Staff/WP. Planning to make it Staff/WP/Lev. Atlantis style toon.
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Varies for me on AT and power sets.
Combat Jumping is almost ALWAYS taken. It's a mule for LoTG at worst and extra defense at best.
Fighting is taken on EVERY melee toon I have, as well as I number of other toons. However some, like my Dark/Dark/Soul defender doesn't.
Hover is usually taken on ranged toons. But not always.
Hasten is a rarity for me. I don't think it's needed. But it's still on my speedster toon, my Arc/TA Corr and DP/Dev/Munitions Blaster.
Recall Friend is taken on any toon with full stealth, such as my Dev blaster (Clocking Device + Stealth Proc) and my Stalkers, mostly for team utility.
Leadership varies on if I need Maneuvers to soft cap. However I also have a BS/SD I'm making that uses assault for more damage. (Barbarian concept)
Medicine was taken on a Paladin concept that I deleted. I might use it on SD or SR for Aid Self.
The Taunt pool I never take. -
Quote:I don't think changing Trip Mine is a good idea.just tossing my thoughts in..
Tripmine --> Quick-deploying Mine
Same ol' tripmine, but you can toss it caltrops-distance and it arms itself in half the usual 'setup time'. The interrupt would be quite short, you put your gun away, pull out a mine, hit a few buttons and toss. Make up for any OPness with a longer cooldown or damage reduction.
Timebomb --> Remote Mine
Clicking the power turns it on [like a toggle] and gives you the placement reticule. It is the usual affair setting it up. When you turn the toggle off, or the bomb is killed, BOOM!
Gundrone
TBH, I would just like to see it compare to the malta drones and be on a toggle like the buff pets.
I can kill Elite Bosses in 2 seconds with them. So long as I stack a bunch of them before hand.
10 Trip Mines + Charging EB = Dead EB. A team I was on with was surprised when they saw Marauder (At EB level) charge over a field I laid out and just DROP like a sac of potatoes. -
I could see my Inv/SS slotting that, depending on what the Superior version looks like.
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Trip Mine can be useful on teams, but only when A) pulling and B) you're given the time to set up your mine field. On something like an ITF when you pull Rommy you can do a LOT of damage with the mines... Unless the scrapper gets impatient and pulls a Leeroy.
Devices is very useful, and very powerful. But it's not suited to run and gun. This is why it's best used while solo or when you have people with who you knows how to wait. -
I kinda like the idea, but only if it doesn't push other things that are more desirable back. I can see like add a fire plume to the barrel or guns. But at the end of the day, I think we don't really need it.
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I think these would be better suited as Epic Pools than normal pools. While I DO understand the desire to round out your concept earlier on, but even if it was available then I'd wait until the 30s to slot what I need over what I want.
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I'm going to do a SF/WP myself. WP is like peanut butter. Goes with everything.
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I haven't taken it, but I'm not opposed to it if I don't need anything more/need a set mule.
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Better, although I have two main complaints.
Deflection is AGAIN not slotted with resistance. Remember it doesn't just give you melee defense, it gives you Smashing and Lethal Resistance. I like to slot it 3 with a defense set and three with a Resistance set.
True Grit is better slotted for Healing than Resistance. Slotting healing in it boosts your Max HP. Any slots you can spare after this can go to Resistance. -
What MisterD said.
I think SD might be able to get up there, built right, but it would be an expensive build. -
Quote:On slotting Combat Jumping, I do tend to do the base slot + 1 for LoTG, but I try to do three where practical for set bonuses.I'm at work so I can't load this into Mids, but a couple of suggestions right off the bat:
For Combat Jumping, I would just use the base slot. Add the LotG Def and the Def IO will not give you anything substantial. (Off the top of my head), CJ gives you a base of 2.5% so you will basically be adding 80% of 2.5%... so you get an extra 1-2% def for 2 slots when they can be better placed elsewhere.
I would put a LotG +Rech into Phalanx Fighting instead of the Kismet, but that's personal preference.
Also, if you're going with Spiritual Alpha, I would take the 3rd slot off Hasten and put it elsewhere. You can easily do with double slotting with level 50 common IOs. The 3rd slot won't give you much extra, and the Alpha will compensate for that anyway.
DoctorWhat's build revision is near what I would do except with the changes I mentioned. -
You don't really need Focused Accuracy. Way too much end for the worth. Also you should slot Deflection with more Resistance since that is where your S/L Res lives.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Kelyssa - Sato: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(34)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(5), Aegis-ResDam(15), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(43)
Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(37), Mrcl-Heal/Rchg(37)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-ToHit(17), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Rchg/EndRdx(43)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(46)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11), EndRdx-I(42)
Level 12: Fly -- Flight-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(45)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Dam%(23)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Disembowel -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(27), SScrappersS-Acc/Dmg/Rchg(27), SScrappersS-Dmg/EndRdx/Rchg(29), SScrappersS-Acc/Dmg/EndRdx/Rchg(29), SScrappersS-Rchg/+Crit(34)
Level 28: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def/EndRdx(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def(43)
Level 32: Head Splitter -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40)
Level 38: One with the Shield -- GA-3defTpProc(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I have a level 50 SD/SS. She handles it pretty good.I'm considering rolling a SD/MA tank as well, how does Shield do for tanking higher level content?
My best tip is to slot Deflection for both defense AND resistance as that's the home of a lot of S/L resistance for you. -
Quote:I can see a lot of people taking Assault/Melee for most toons. But I could also see Support being taken by a lot of toons as well. I know I have a few scrappers designed with a 'leader' concept in mind.Arbiter Hawk said there were four trees:
Assault - stacking damage buff
Control - designed to mimic Scourge, Containment, Overpower or combinations of the three
Melee - stacking regen, defense or resistance, status protection; PBAoE scaling buffs like Rise to the Challenge
Support - like leadership powers: accuracy, defense, damage, +special buffs to leaguemates -
Quote:I'll disagree on Grant Cover. I usually 3 slot it with LoTG, the Global Recharge, Def/End and Def/End/Rech. On teams your giving your teammates more defense. In addition it also grants you Defense Debuff Resistance.I think your grant cover and phalanx fighting are overslotted. I left them at 1 slot, myself. I assume you have the active defense with two recharges to get it double stacking for the DDR. I didn't find that it made too much difference.
You don't have the force feedback chance for +recharge in footstomp. You're not really getting too much with that 6th slot in the ATO, so I'd change out one of them for that.
The 5 red fortune is kind of a high price to pay for 5% recharge. I went with 4 LotG for my toggles. You could replace one ToD set with Mako's if you want to even out your melee/ranged defense. If you're going to have one so much higher than the other, melee is definitely the one to have high, though.
Are you going with Ageless? I would predict some endurance issues if you don't. -
Quote:Don't forget Knockout Blow when it's up.SS wins because of Perma Rage, and it's easy to do that as well...best DPS chain ST for SS will be Jab/Punch/Jab/Haymaker/Jab/Punch/Jab without Gloom, haven't bothered with Gloom on my build, but I would assume, based on recharge and rough DPS, that with Gloom it would be something like this:
Jab/Gloom/Jab/Punch/Jab/Haymaker/Jab/Gloom...this may be slightly off though, as I am doing this based on rough math off the cuff... -
You could also put it in Crushing Uppercut, seeing as it's your best ST attack.
I took your build and mucked around with it a bit. Softcapped to all positions and a couple other things.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
War Justice: Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Initial Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(40)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(21), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(31)
Level 2: Heavy Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 4: Sweeping Cross -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(37)
Level 6: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 8: Rib Cracker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: True Grit -- Numna-Regen/Rcvry+(A)
Level 16: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(29)
Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(39), FrcFbk-Rechg%(50)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Kick -- Acc-I(A)
Level 26: Shin Breaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(39), Achilles-ResDeb%(42)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Crushing Uppercut -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg(33), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Stimulant -- EndRdx-I(A)
Level 41: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(42), Mrcl-Heal/EndRdx/Rchg(42)
Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: One with the Shield -- GA-3defTpProc(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Main points...
Do not use Hover with SS. If your feet are not on the ground you cannot use Footstomp. Footstomp is godly. You want Footstomp to work.
You also want Rage to double stack if possible.
If you need to skip Jab or Punch, skip Jab. Punch does knockdown which you want.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Punch -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9)
Level 1: Deflection -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(31)
Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dam%(17), T'Death-Dmg/EndRdx/Rchg(19)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def(34), RedFtn-Def/EndRdx(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/Rchg(39)
Level 6: True Grit -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 8: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dam%(23), T'Death-Dmg/EndRdx/Rchg(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(40)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Kick -- Empty(A)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42), Aegis-EndRdx/Rchg(48)
Level 24: Weave -- RedFtn-Def/Rchg(A), RedFtn-Def(25), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-EndRdx/Rchg(40), RedFtn-EndRdx(46)
Level 26: Hasten -- RechRdx-I(A)
Level 28: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45)
Level 30: Rage -- GSFC-Build%(A), GSFC-ToHit/EndRdx(39), GSFC-ToHit(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 32: Foot Stomp -- BrutesF-Rchg/Fury(A), BrutesF-Acc/Dmg(33), BrutesF-Acc/Dmg/EndRdx/Rchg(33), BrutesF-Acc/Dmg/Rchg(33), BrutesF-Dmg/Rchg(34), BrutesF-Acc/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Superior Conditioning -- P'Shift-EndMod(A)
Level 41: Taunt -- Empty(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I've never really cared about chaining my attacks. I generally use the one that's recharged at the moment.
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I'd vote for Shield. +Dam, a good AoE attack and with Grant Cover teams will like you. Little harder to softcap than SR, but still more than doable.
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If they release a pitchfork skin for Staff Fighting you can have a LITERAL farming toon!
Anyway, I don't have enough time on SF to say how good they are, but anything can farm so long as it can survive it.