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So far I`m finding that if you had momentum 24/7... TW would be way overpowered. Hell, some people call it over powered as it stands.
But I like it. Once you get rolling you can just clobber crap around. It IS end heavy and needs accuracy/to hit to really be effective, but what doesn't really? TW just needs it more so. -
It would also be worth slotting defenses with Luck of the Gambler in sets of four to get the 9% Accuracy Boost. Ditto with Crushing Impact (7%), when and where possible.
The fact is, TW shares the same problem as Dual Blades, just not as bad: Missing an attack will screw you over. -
Another idea is to go Dark, since a Werewolf is related to the moon and darkness. Otherwise, yeah, WP and Regen are the best bets.
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Quote:That's how I read it.Methinks there's a misunderstanding here. Yes it's stupidly easy to soft cap an SR tanker (and not much harder to do so on either scrapper, stalker or brute versions of SR). Knight of Khonsu was, if I'm not mistaken, only referring to his WP characters as he'd sooner play with cats in a cold shower than run another SR anything ...
Generally speaking, getting S/L to softcap on a WP if the biggest thing, and E/N the second biggest. On a tanker you should be able to softcap both, but on a Scrapper or Brute you might need to settle for 32.5%... -
Reactive Radial is probably your best bet (Don't quote me, not a major farmer) since it'll add a nice DoT to all your attacks and some -res.
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Quote:One thing that hasn't been brought up is one of SS's better virtues, Knockdown. It has a LOT of Knockdown in it's main attack chain making it a bit safer for you and your team. Other sets do KD too as well, War Mace most notably, but the only melee attack that doesn't do KD is Jab which some Brutes skip.But claws on a scrapper is balanced different then claws on a brute. And compared Claws on a brute to SS on a brute would throw claws in the lead (mainly due to the -damage completely killing the fury mechanic)
Claws on a scrapper would have the constant follow up buff, but Rage would surpass that, especially double stack, or even triple stacked rage. Scrappers higher damage scale would turn even jab into a useful power, and its pretty easy to get a nice attack chain in SS using the 4 single target attacks. As long as you got the recharge on KoB down, it'll be amazing damage, especially if they let it crit.
Foot Stomp pretty much out performs Spin in most cases, you just get Spin much sooner then you get foot stomp. If they allows Foot stomp to crit, and keep its KU, it'll be amazing on scrappers.
Triple stacked rage, plus assault and some +damage set bonuses would mean you could get a scrapper to pretty close to its damage cap solo.... (240% damage, + 95% from enhancements, and another 10-12% from assault is 345% damage, scrappers cap at 400%...)
It'll need to be tuned down a little bit before scrapper get it. Not enough to make it weak, but enough to not be insanely overpowered.
If you do take Jab though you can add in the Kinetic Combat KD Proc.
Okay, I'm done. No more SS for me today. Unless I play my new SS/Inv, but that's another thing... -
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In general...
* Scrappers and Brutes share the same values for Resistance and Defense. HOWEVER, Scrappers cap at 75% while Brutes cap at 90%. In addition, Brutes have higher Hit Points giving them better survivability.
* Brutes have a higher Damage cap (775% vs 500%) meaning that they have the potential to do more damage.
* A Brutes ability to do damage is heavily tied into their Fury Bar. Scrappers do more damage right out of the gate, and can spike randomly due to their Critical Hit ability.
* Both have a set currently unavailable to the other, Martial Arts for Scrappers and Super Strength for Brutes.
* Brutes have a better ability to draw aggro, allowing them to tank when called upon.
In the end, both ATs have their pros and cons. Each has something over the other and they are roughly equal. Which one you pick depends on which power sets you want, what fits your character idea better and what fits your play-style better. -
When the Knockdown Proc goes off in a power with Knockdown it turns into KnockBACK.
Also, anything beyond 45% defense is pointless for most content save iTrials. And in iTrials Invincibility will take up the slack if 1 foe puts you at 45%.
The Numina Proc is better in Health so it's always on.
Also your global recharge is next to nothing and you don't have Hasten to make up for it.
I'll post mine up here. It's a bit more balances, lower End Recovery but higher HP Regen, higher Max HP, softcapped to S/L, higher to E/N (37%) but lower to F/C (30%), better global recharge (52%, which is okay but not awesome). Rage is perma, Dull Pain 24 seconds from perma. Resistance is a bit lower, but not by much.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Lynda Sharp: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(50)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dam%(11), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(40)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 8: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40)
Level 10: Boxing -- Empty(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(50)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(19), KntkC'bat-Dmg/EndRdx/Rchg(42), KntkC'bat-Dmg/Rchg(48), C'ngImp-Acc/Dmg(50)
Level 20: Spring Attack -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Dmg(21), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(39)
Level 22: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 24: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam/Rchg(46)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(39)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), RechRdx-I(48)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Taunt -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43) -
My Dark/Dark loves her holds. Then she's a D3 with Soul Mastery and built to have the best controls this side of a Controller or Dominator.
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Quote:On teams I do save it for the rez until I get to something big.If you like mezzes, a bit of stun duration and recharge in Howling Twilight adds another trick to your playbook -- use it for the mez, don't save it for the rez.
Then I use it for the mez.
Another suggestion would be Sonic/Sonic. You can boost your allies resistance and cripple the enemies.
Generally though if you pick Kin or Rad as your primary it won't be hard to find teams. A lot of people love Dark as well. -
Quote:I never said he couldn't, just might not be able to. Softcapping everything on a WP Scrapper or Brute is possible, but expensive and might need to many sacrifices to pull it off. A Tank's higher modifiers will get them there far easier and cheaper with less sacrifices.You can softcap everthing but Psionic, and I bet you could get pretty close on Psionic. Check further up the thread. Hover or Stealth gets you there, though there's probably a better way. In any case, the point is that it's possible on Scrappers. Whether it's worth it or not is another issue, but it's certainly possible.
Then again you probably picked a Scrapper to Scrap, not Tank. -
Quote:Not quite. Fireball has three tags on it, AoE, Fire and Smashing. When your targeted by it the game looks at your defenses in those areas and chooses the highest one to decide if you dodge it or not. It doesn't default to your Fire Defense just because it's an attack from a fire set. Case in point Fire Melee has only 3 pure fire attacks, Scorch, Incinerate and Breath of Fire. (4 if your a Tanker, Combustion) This is roughly half of Fire Melee's attacks. The remainder has a smashing or lethal tag (The sword attacks).Agree on slotting for S/L/E/N. There is now too much pure energy damage in the game at 50 to survive off S/L alone.
Usually, but not always. All Fire Blast attacks (and the NPC clones of those powers) only check fire defense, even the ones that do smashing damage, such as fireball. Fire melee is a more mixed bunch.
Fire Blast is a bit more closer to pure fire as only 2 (Inferno and Fireball) have a smashing tag.
This is, of course, ignoring attacks that only computer generated mobs have access to. -
I've been playing this toon a lot recently. She's one I made a year or so ago, stopped leveling, then picked up recently. Recently I went into mids to rebuild her, then after I heard about Spring Attack (The Leaping Pool's new T5 AoE, Shield Charge-style attack) I decided to re-redo the build in preperation for i21. She's still only level 35, but this is for 'when I get there'.
S/L is at cap, E/N a Luck from softcap, F/C a Luck and 2% from softcap. S/L resistance is at 51% with regen at 645% (714% with a T4 Spiritual Alpha). HP (After Accolades) will be 165% and I'll have a near Endurance gain up 3 per second.
For now Jump Kick is there to be a place holder for Spring Attack and is slotted with Touch of Death as the S/L bonus is the same as Obliteration's. That means the, eventual, global recharge is going to be at 67.5%, respectable but not awesome. (Hence the Spiritual Alpha) The Purple Sets are two things to work towards.
The most recent idea that came to me was to slot all my single target melee attacks with a Kinetic Combat Knockdown Proc. I slotted it at first just to see how it would fit before liking the idea. More Knockdown means more baddies on their back, meaning more time to regenerate HP. 20% chance might not be ideal, but with all ST attacks and both AoEs containing some it should fire off often enough.
Beyond that, not much else to say. Feel free to look, give an opinion or advice as you see fit.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Bunny Delight (Swap Jump Kick for Spring Attack Slot with Oblit): Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Acc/Dmg(21), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15)
Level 4: Cobra Strike -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45)
Level 6: Thunder Kick -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(33)
Level 8: Fast Healing -- Numna-Heal/Rchg(A), Numna-Heal(9), Numna-Heal/EndRdx(9)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(25)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx(36)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 18: Crippling Axe Kick -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Acc/Dmg(37), KntkC'bat-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg(45)
Level 20: Quick Recovery -- EndMod-I(A)
Level 22: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/EndRdx(29)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(46), LkGmblr-Def(46)
Level 30: Dragon's Tail -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(31), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(39)
Level 32: Eagles Claw -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/EndRdx(34), Hectmb-Dmg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/Rchg(36), KntkC'bat-Knock%(39)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(43), LkGmblr-Def/EndRdx/Rchg(50)
Level 38: Jump Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45), T'Death-Acc/Dmg/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Knock%(48)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
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Quote:Most attacks have an S/L component. Most fire attacks have smashing, most ice lethal and a lot of energy and negitive energy attacks have smashing. That said there are a lot of energy and negative energy attacks that are pure typed.Don't worry about Fire/COld defense unless you've got your E/N and S/L needs met. Pure Fire or Cold damage is pretty rare, especially cold. The only pure cold damage attacks I can think of are Frost Breath and the rains. (and the rains you can just move out of
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Energy damage is the third most common damage type in the game and a significant amount of it is pure energy.
If your toon were a tank it would be possible to softcap all types. I've unfortunately never come up with a scrapper or brute build that achieves that feat. I can get 2/3rds of it, or I can get them all in the 30s. Jury's still out on whether its better to softcap a few types or get solid defenses to all.
I concur on the health side of it though (assuming Kractis is talking about Max HP here). A WP scrapper can achieve HP totals in the neighborhood of 2200 without compromising anything else in the build (scrapper HP cap is 2409, so 2200 is damn close)
I don't have a build on hand, but if I find some spare time I can slap something together for you.
Get S/L capped first, and get as much E/N as you can. Unless your a tank you might not be able to. If you can't aim for 32.5% (Should be easy enough) as that sets you a purple away. F/C is less common and can be ignored or also brought to 32.5%. Psi is an odd one as few IO sets offer any Psi defense. WP does have a decent about in it though.
Just remember, you should add some recharge in as well as HP bonuses and regen bonuses. -
The only issue with a team of 8 Shield characters is that you'll cap defense so fast it's ridiculous. It will be to the point where you'll be at and about iTrails defense cap. You'll be better served with 2-4 support classes or ranged classes to add damage.
On a side note, I bet 8 shield toons charging looks AWESOME. -
Quote:Generally I have to agree.I would just echo others here that the nice thing about scorpion shield is it lets you concentrate on other things.
Not a corr yes, but I recently tried my TA/A defender with capped range on one build and then and also capped range + capped s/l on another. I recently respecd again to just capped s/l with scorp shield and gobs of +recharge (like +200%).
The capped s/l + gobs of +recharge build is just miles better than the other two. YES being softcapped to range is nice, but it takes effort. And that effort could be better spent doing other stuff. It tends to be better being a little less defensive (and this is IMO still true in something like a TA/A that can be purely a ranged hoverblaster and never need get close to anyone) with the softcapped s/l and scorp shield and then use all of that freed slotting to make your toon really kickass in other ways.
There are exceptions of course but I think scorp shield is always at least a solid and reliable choice that you can fall back on.
Softcapped at Ranged is by an large preferable, but not always practical. -
Quote:I don't completely disagree... but I partially disagree.In my personal opinion (which isn't much) building support toons for defense is somewhat like eating nails with your milk instead of honey nut cheerios. My Ice blast / Cold Corruptor has maybe 15% def and I rarely experience problems with mobs insta killing me. Here is a helpful tip. Perma hasten!!!! The more debuffs and AoEs you can throw at your enemies the better. When did everyone get crazy building for defense. I would only consider building a toon for defense if that toon is in fact defense based. Otherwise you will be missing out on some great pwrs. + its only smashing/lethal you are caping in. Why not take energy mastery and get Charged Armor? It gives Leth/smash/energy res (your Actic Fog also gives you energy res, so you're upping your res in 3 areas as apposed to upgrading your defense in two). If you want to eat nails go ahead. I'm not your dad, but if I was....We'd be eating honey nut cheerios for a long time!
That is what soft caping your support toons taste like.
If your using Force Fields or Traps softcapping yourself is almost trivial. And even if you don't your defense is going to be high. If your using Dark Miasma or Radiation Emission you can get enough -To Hit Debuffs to softcap yourself, again, with trivial ease.
With other sets I would recommend grabbing as much Ranged (If you can stay at range) or S/L/E (If you need to be in melee a lot) as reasonably practical. If you can softcap, awesome. If you can get to 32.5% (Or a small purple from softcap) good. If not it will still help you survive if the tank looses aggro, or an ambush appears or something just goes wrong.
A defenders job might be to provide buffs, debuffs and heals but if s/he's dead, well, they'll have a hard time doing their jobs. -
If you ever update the guide, do note that at i18 (I believe) Cobra Strike's damage was upped and the stun effect toned down.
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For most TFs that I form I usually don't request any particular AT. The exceptions are high level TFs, STFs, KTFs, LGTFs and ITFs. Even then it tends to be a request for Control and MAYBE a Tank. The other exception is if I think we need some debuffs, but even then I never ask for Powerset X in specific.
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It all depends on your toon and how easy it is for you to softcap anything.
If your using a set like Traps or Force Field you should be able to cap positional, or at least Ranged and AoE. If you can get ranged alone up, then that's probably better too.
S/L is better than ranged whenever your need to enter melee range however. This is best for Masterminds who tank, Blasters who get in close and Dominators who like to bash. -
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I think the big reason Super Reflexes gets so much love is because it is VERY easy to softcap (Super Reflex Tankers will be so easy, it'll be laughable) so you can spend slots/power choices/IO set bonuses toward things like recharge, recovery, regeneration or whatever else fits your fancy.
It's downsides are almost non-existent resistance (Save when your low on HP) you need to take all of it's powers save Quickness and Elude. And Quickness is still a very good power (+20% global recharge? Yes please!) and Elude is a good 'oh nuts' power'. -
You should be slotting Cobra Strike for damage. Since i18 (I think) it's had it's stun effect toned down but it's damage, endurance cost, recharge time and animation time are all equal to Crane Kick's. You could even drop Crane Kick and it's knockback entirely.