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Posts
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Had to change some slotting, and had to replace Dark Obliteration with Lunge to keep my recharge at the same level, but now it's *really* softcapped.
New build:
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Ugh, just noticed that Mids was applying unsuppressed Mask Presence defense bonuses. I'm taking this build back to the drawing board a little. Shouldn't be too hard to fix it up though.
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Data chunk below. Ignore the ordering of the abilities please, I know it doesn't make sense to take the powers I took in the order I took them.
The build had a few goals in mind: Perma mind link, softcap defense and perma hasten. I definitely accomplished all of those, and had slots to spare.
So now I'm looking for ways I can improve the build. I've been debating power choices mostly. I did not have room for Vengeance (Which I would have liked to have), and I could get more recharge out of the build by shifting slots around and slotting Red Fortune in Mask Presence. Another 5% recharge is possible from switching Dark Obliteration out for Follow Up or Lunge.
I'm also not a fan of having Subdue in this build, but it's either that or Combat Training: Offensive, and I don't think I can make an attack chain out of Dominate, Gloom and Telekinetic Blast (Gloom's recharge is off by 1 second). Someone correct me there if I'm wrong.
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With the IOs I have, I have a global 50% accuracy bonus, so I'm really not concerned with Crushing Blow's accuracy. If anything I'd slot a recharge/end IO in there instead. That said, you're right about switching RPD and Tough's slotting, and making Combat Jumping 3 slot instead of 4. Adding a fourth slot to Tough Hide makes it the end defensive values just a little bit higher.
If I remove one slot from Combat Jumping with those changes, my defense drops just below soft cap. Not a huge deal, but I don't think Crushing Blow really needs the extra endurance or recharge reduction. Crushing Blow is one of my weaker attacks (Rend Armor, Arc of Destruction and Follow Through all do more damage), so since it will be the attack I go to the least in any sort of attack chain I use, I'm fine with it being underslotted.
As for the order in which I take things, I don't really worry about the order of the build when I put it into Mids. My builds in the actual game take abilities like Dull Pain, Tough and Weave earlier, but I don't really need Mids to figure that part out.
Anyway, here's the build I'll be going with if I can't find any improvements in the next day or so:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Jennifer Knight: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
Level 1: Defensive Sweep -- LkGmblr-Rchg+(A)
Level 2: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11)
Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(13)
Level 6: Titan Sweep -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17)
Level 8: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 12: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(25), Zinger-Dam%(27), Zinger-Taunt/Rng(27)
Level 14: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(31), Dct'dW-EndRdx/Rchg(31)
Level 16: Follow Through -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 20: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(37)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(39)
Level 24: Build Momentum -- RechRdx-I(A), RechRdx-I(39)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(43)
Level 28: Rend Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(45)
Level 32: Kick -- Empty(A)
Level 35: Whirling Smash -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(43)
Level 38: Arc of Destruction -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(48), Oblit-Dmg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), EndRdx-I(50)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), RgnTis-Regen+(33), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(7), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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New build, based on a few things I noticed. Namely that one of my defense powers was not using optimal defense IOs, and that if I switched my Taunt set to Perfect Zinger I could get a little more S/L defense out of the build. The result is 45.1% S/L and E/N defense, at the cost of 3% F/C defense and 2.5% recharge. All in all, well worth the cost I think.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Jennifer Knight: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
Level 1: Defensive Sweep -- LkGmblr-Rchg+(A)
Level 2: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11)
Level 4: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Titan Sweep -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17)
Level 8: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 12: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(25), Zinger-Dam%(27), Zinger-Taunt/Rng(27)
Level 14: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(31), Dct'dW-EndRdx/Rchg(31)
Level 16: Follow Through -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 20: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(39)
Level 24: Build Momentum -- RechRdx-I(A), RechRdx-I(39)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 28: Rend Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43), LkGmblr-Def(45)
Level 32: Kick -- Empty(A)
Level 35: Whirling Smash -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 38: Arc of Destruction -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(48), Oblit-Dmg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), EndRdx-I(50)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), RgnTis-Regen+(33), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(7), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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Interesting modifications. I like that it's hitting both caps, rather than being just below the cap in my original build. Without a doubt, it's a stronger build, but my only issue with it is that Arc of Destruction's set becomes non-replacable. Not a huge loss, but if I were to try to put Armageddon into Arc of Destruction, I'd be 2% below E/N cap. Then again, with the number of respecs they're giving us these days...
I think I'll go with the build you put up. If I ever manage to pick up the Armageddon set, I'll go ahead and switch the build back to something resembling my original, but in the meantime, I'll have stronger defenses. Thanks! -
Huzzah for new Mids! I immediately went off to make a build for my Inv/TW tanker. My goals with this were to have softcap or near softcap S/L and E/N, while having high offense. So that means minimal use of Kinetic Combat, a nearly infinite endurance bar, good recharge, and high damage. The goal with this would be to eventually slot Follow Through and Arc of Destruction with purple sets, but to use Crushing Impact until I can afford those sets.
Critiques are definitely welcome.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Jennifer Knight: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
Level 1: Defensive Sweep -- LkGmblr-Rchg+(A)
Level 2: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11)
Level 4: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Titan Sweep -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17)
Level 8: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 14: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(31), Dct'dW-EndRdx/Rchg(31)
Level 16: Follow Through -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(34), LkGmblr-EndRdx/Rchg(34)
Level 20: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(39)
Level 24: Build Momentum -- RechRdx-I(A), RechRdx-I(39)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 28: Rend Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43), LkGmblr-Def(45)
Level 32: Kick -- Empty(A)
Level 35: Whirling Smash -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 38: Arc of Destruction -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(48), Oblit-Dmg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), EndRdx-I(50)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), RgnTis-Regen+(33), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(7), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 16.13% Defense(Energy)
- 16.13% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 10.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 5.4% Max End
- 50% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 65% Enhancement(RechargeTime)
- 5% FlySpeed
- 133.5 HP (7.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 62% (4.84 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Beam Rifle is a fantastic set for Blasters, it's just that it can be hard to see it at lower levels. I choose /Energy Manip for mine, and Boost Range has been pretty awesome for me. Trying to position for Lancer Shot has been annoying, but Boost Range has helped a lot in that area, and it makes the cone AoE way more potent and more likely to hit the target cap.
For teaming, I haven't noticed Disintegrate that much. Most of the time, the bosses die right after I put Disintegrate on them, which never gives me time to spread it or for the Disintegrate DoT to be worth the time to apply it. I imagine it's far more noticeable when soloing or when facing AVs, when you don't have a team of scrapperlock happy Street Justice scrappers beating up on every Boss in sight before you have time to setup.
Overcharge is where the set really shines though. To be honest, Beam Rifle is a poor set for AoE before Overcharge, since you only get one relatively weak cone attack as your only AoE. Every 90 seconds though, you get to wave goodbye to an entire spawn with no end crash. It's a thing of beauty. -
Quote:There's also a 75% defense level that matters, in regards to the STF and Lord Recluse. Most scrappers won't have to deal with that though.There are four levels of defense that matter:
45%: This will protect you against almost all enemies that are less than +6 to you.
59%: This will protect you against Praetorian/level 50 DE, Battle Maiden in the Apex TF, and probably a few others.
70%: This will protect you against summoned pets.
145% (attainable by a Katana/SR scrapper in Elude, and probably nobody else): This will protect you against Devouring Earth buffed by a Quartz Emanator.
You will be facing +4s in the Apex and Tin Mage TFs, as well as the +4 AVs in the Statesman TF. Keep in mind that a Nerve Alpha enhancement will give you a good part of the accuracy you need for these guys.
For the typical scrapper, it is possible to have too much recharge. You probably won't have long-recharge powers that you want up as often as possible, so any recharge in excess of what you need to run your desired attack chain is wasted.
But really, get 45% defense, and don't worry about having anything much more than that. As an SR scrapper, you laugh in the face of defense debuffs, simply because you resist them like nothing else in the game. Even the most powerful defense debuffs should do almost nothing to your defense levels. Cascade failure is not something you have to worry about. If you ever need more than 45% defense, your team should hopefully provide, or if not, pop a purple inspiration or two.
In regards to recharge, as a Dual Blades scrapper, getting more recharge can open up new and improved attack chains. I don't know the exact hierarchy here, but I know that there are some ridiculous attack chains that come out of extremely high recharge builds. A search on these forums should pull up threads about it, but the basics of it is that the BF->AV chain is good and not terribly difficult to get, but there are attack chains which are superior to it if you have the recharge for them. There's been some talk of an Empower attack chain that's ridiculous for single target DPS, but I don't know what sort of recharge you need to get that to work. -
Quote:Flight is a valid alternative to Leaping. Hover offers the exact same defense bonus as Combat Jumping. I've even considered adjusting my Kat/DA scrapper's build to account for running Hover and Combat Jumping full time, since the defense bonus from these two abilities stack.Couple reasons for that.
1) Building a /DA scrapper for defense tends to be a very tight build. Your power pools are essentially chosen for you: Leaping, Fighting, Leadership. You're left with one pool choice and frequently something else is also important to the build, so Hasten gets left out.
To answer one of the OP's bullet points, you don't need Super Jump. Taking Hover in place of Combat Jumping and using Flight as your main travel power works just fine. You also don't need Acrobatics from Leaping at all, Blessing of the Zephyr Knockback Protection IOs covers that hole in DA's status protection just fine. I would strongly consider taking Combat Jumping in addition to Hover, though. It has the additional benefit of making Flight more controllable while Combat Jumping is active. Combat Jumping + Flight pool just works really well.
Dark Armor sucks endurance like nothing else I've played, so in terms of your epic pool, I would endeavor to keep Physical Perfection. You'll almost certainly want to go for the Cardiac alpha power as well, I don't see any other option really matching it for this power combination. -
Leadership is necessary to get every tiny bit of defense you can get out of the build, in addition to things like Weave, Combat Jumping, and/or Hover (Hover and Combat Jumping stack! Give it a try if you don't mind having Hover on all the time while fighting). Katana/DA is one of the harder power combinations to build, I've found, due to the difficulty of reaching soft cap in a predominantly non-defensive set. However, the reward for reaching that soft-cap goal is well worth it.
That said, your presumption that Kat/DA is not a strong power combination isn't quite true. The way I'd put it is that Kat/DA can be as strong as you want it to be. With a proper build, Katana/DA can be one of the toughest power combinations in the entire game (I've heard some talk of /Inv or /Regen perhaps being slightly stronger with a proper build, but I think at that point it's more about what situation these builds are in than anything else).
A good reference thread for Kat/DA builds is this one: http://boards.cityofheroes.com//showthread.php?t=189427
Three pages of BS/DA and Kat/DA builds, most of which are trying to reach a defensive cap one way or another, with all sorts of builds in there, from ridiculously cheap builds to obscenely expensive ones (Mine tended more towards the expensive side...). Take a look through it, try looking at as many builds as you can in Mids. You'll start to see some of the tricks and slotting people are using to achieve a soft-capped build, and what it will take to make a build of your own. -
Quote:Only if you're a pet summoning class. Everyone else is fine.
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It *might* be possible to reach the softcap with Claws/DA, but you'll have to give up literally everything to do it, and even then, I'm still not sure it will work.
Katana/Dark Armor can hit the softcap only because Divine Avalanche shores up melee defense by over 22%, allowing builds to focus on getting Ranged and AoE positional defense bonuses.
Dark Armor isn't a defense based set. It only has one +defense power, and it isn't a very strong one. Adding softcapped defenses to a Dark Armor build ends up being exceedingly difficult to do. For a Claws primary build, I would look at trying to softcap Smashing/Lethal and Energy/Negative Energy defenses over doing anything positional. You'll find that it is easier to cap defenses that way. -
Got my newly made Widow from level to 1 to level 39 over the course of the weekend. My first VEAT, had a blast, but was really happy to be able to hit level 24 quickly and switch to Fortunata. Lots of fun.
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Took my Widow from level 1-39 over 2XP weekend. Good stuff. Ended it last night on an ITF that got levels 38 and 39.
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Redside is deader than a doorknob. Was hoping that 2XP weekend would get some more people active on redside while I leveled my VEAT, but Port Oakes and Cap Au were empty wastelands. Damn shame, because I really like Redside.
Guess I'm running tips to change alignment to Rogue the second I hit level 20... -
Quote:That's sort of how DA is for a long time. I'm nearing the end of leveling my Katana/DA scrapper (Level 48.5 at the moment), and it's been a long, hard road. Endurance management has been a nightmare even with getting early numina's proc, miracle proc, and several other endurance management IOs/tools, the survivability hasn't been terribly great (Although Dark Regeneration allows you to do some amazing things).What am I missing with DA? My DA scrapper on SOs is squishy as heck.
The moment I hit level 47, though, I started building up my final IO sets, and I started to see things come together. The survivability is starting to finally show up, the damage is ramping up in a huge way, and endurance is becoming less and less of an issue. Dark Armor really is a set that blooms late. -
One thing to think about in regards to SR is to realize that it has some glaring weaknesses as a defensive set. Think of it this way: It does one thing, and one thing only. It happens to be insanely good at doing that one thing, but it can't do anything else.
Super Reflexes is essentially a 1-layer deep defensive set. You have your defense, and little else to go on. You do get some resistances when you're wounded, but these resistances can be and often are leapfrogged if you're getting hit by powerful attacks, like the sort of attacks AVs use. You don't have a self-heal, you don't have resistances, you don't have any debuffs to rely on.
And really, that's fine. Super Reflexes is a pretty awesome secondary, all things considered. How many times can you recall in a team where the rest of the team faceplants against some enemy mob, and you're the only one left standing, chugging away and completing the entire pull solo? I know that I can recall a number of occasions of this off-hand on my DM/SR brute, and I've seen other /SR scrappers and brutes do similar things.
Soloing AVs is going to be hard to do, though. You have to get lucky with the dice rolling and pray that the AV you're facing doesn't nail you twice in a row with one of their attacks. Considering the amount of time it takes to solo an AV, chances are that twice-in-a-row hit is going to happen at some point. People get around this a number of ways: Orange inspirations, green inspirations, self-heals, etc. There's a reason why Dark Melee/Super Reflexes is a popular build, and it's not just the damage. Dark Melee comes with a self-heal in Siphon Life that essentially adds another layer of defenses to Super Reflexes. Add in a little S/L resist with slotted Tough, and suddenly things are looking a little bit better.
As a /SR scrapper, I wouldn't shy away from using Inspirations. There's nothing at all wrong with using them, the small inspirations are dirt cheap, and they can help shore up some of the problems you're encountering. It's all about supplementing what Super Reflexes is good at (Defenses), with what it doesn't have (Resistances, hit points, healing, etc). -
30 alignment merits isn't terrible to get. Villain-side tip missions go really fast and are easy to do. Right now I have my DM/SR farming them every day, takes less than half an hour to run 5 tip missions, and most of that time is spent actually getting the tip missions themselves. If I have two characters running these tips, then it wouldn't take long to build up enough alignment merits to at least get the inf to buy the +3% defense IO. However, looking at the market, currently, the recipe isn't even being sold on Virtue. So saving up 30 alignments would take a full 60 days. Not fun, but it gives me a long term goal.
I'll be dropping the 3% resistance one for sure though. May try to shore up some +to hit, which is as simple as dropping the self-res power, replacing it with tactics, and working in the Kismet +6% to hit.
As for what I want to do with the build...a generic "Be awesome" about describes it.
Edit: Brand newer build. I keep finding ways to tweak it here and there, it's the sort of thing I'll probably never be done with. Ever. Just constant iteration...but I get a little happier with it each time.
I would love to fit in Achilles Heel in Gambler's, but ranged defense is really hard to come by. The best bet for it would be to fit it into something like Golden Dragonfly, but that would involve all sorts of nastiness, like dropping that power down 2 slots, and leaving it with 3 slots of Eradication, 1 slot of the Achilles Heel proc, and nothing else. Just ugh...I just can't find any way to replace my Gambler's Cut slotting.
I tried doing something like 6 slotting Numina's in health and then using Nucleolus Exposures and a Damage/Recharge IO along with Achilles Heel to 4-slot Gambler's Cut, but that pushes the recharge on the ability to about 1.7 seconds, leaving a significant gap in the chain when using Soaring Dragon or Divine Avalanche.
Edit 2:
Found a way to do it. Had to drop one slot from Divine Avalanche, and moved some of my Aegis slots into 3 slotted BotZs, but that added the 2 extra slots needed to make this work. From there, I just 6 slotted Numina's in health, and changed Gambler's Cut to a 5 slotted Crushing Impact with a 6th slot as the Achilles Heel proc. That also leaves that set open to a Hecatomb upgrade should I choose to invest in that.
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Your Divine Avalanche slotting is fantastic. I may try to steal that to see what I can do with it. With that slotting, and 2.5% more melee defense (Which Gaussian would provide, so more reason to get that now!), I'd be at 45% melee defense with one Divine Avalanche, which I admit would feel a lot more comfortable.
I'm not a fan of how Mids calculates procs into abilities. Looking at the build you posted, I was sort of shocked to see 57% +tohit, but 40% of that was coming from a Tactics proc with a 5% proc rate and short duration. Took out that one proc, and it dropped down to 17%, which is way more like what I expected.
Looking at the set bonuses you're getting, I don't feel as guilty about not having +tohit or more than 9% +accuracy...would love to have more, but in builds that are this tight on slots, it's just not happening.
Edit: I just noticed the Gladiator's Armor +3% defense IO. How the hell did I miss that, that changes *everything*.
Edit: New build:
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Quote:If you're looking for melee defense, then sure, Gaussian does offer more. The way I think about it is in terms of slots you have to spend in order to get the set bonus you want. So for instance, with Gaussian, you spend 5 slots to get 2.5% defense to melee, ranged, and AoE. I don't count the first slot, since you get that for free with your power selection. However, if you're doing something like trying to get set bonuses from two different sets in the same power, then this calculation changes. You're typically not doing that too often though.The resistances are currently a little lower (don't even have the uncommon alpha yet), and my endurance isn't sustainable. I did have enough endurance with toggle management to solo a pylon, and I have no problem in actual spawns due to time between enemies and dropping blues. I only very rarely hit conserve power in normal play.
Either I'm not understanding or you may be miscalculating a bit on how valuable different sets are. For instance, the Gaussian set offers 7.5% positional defense (2.5% to each position). You say it's not as good as Aegis, but Aegis offers only 4.7% positional defense. Not that 4.7% is shabby by any means, but 7.5% is better. Or are you calculating per slot? 1.25% vs. 0.94%, still better. Per slot compared to what you might have put there if... if you were using some other set? If you were using Hamios? I guess I'm not following what you're saying.
Also of note, +4s have the same to hit as +0s, so extra defense from the alpha slot won't help much against them. They get accuracy modifiers (applied after defense is already subtracted), not to hit buffs. Only when you get up to +6 do enemies start to get to hit buffs from their level, so that's when more defense than soft cap actually helps.
I wasn't concerned with increasing my melee defense, since a 2 stack of DA (Which is trivially easy to get) more than makes up for that. So really, I'm getting 2.5% defense to ranged and AoE if I forget melee.
Spread over the 5 slots you had to spend to get it, that means you're getting 0.5% ranged and 0.5% AoE defense per slot, or a total of 1.0% defense per slot. Aegis, on the other hand, gets 1.172% defense per slot spent.
Because Aegis covers AoE defense so well, and Ranged defense is harder to find, I also tend to value Ranged defense over AoE defense, meaning that Gaussian is actually very expensive for 0.5% ranged defense per slot. If I'm looking for more ranged defense, I'm better off looking elsewhere.
If you need all three positional defenses buffed, however, then Gaussian is almost a no-brainer, it's ridiculously good. -
I've been messing around with a Katana/DA build. I went through each set I could find and calculated out Ranged and AoE defense bonus slot efficiency to try and weed out which sets were better than others. Some interesting stuff came out of it, like Aegis being far more efficient per slot at 5 slots than 3 slots, and how awesome Blessing of the Zephyr still is. Blessing of the Zephyr is still, by far, the most efficient defense booster per slot, post-nerf. Nothing really comes close. Red Fortune ends up being really inefficient and not worth using.
Gaussian was middle-of-the-road in terms of defensive offering, not as good as Aegis in terms of total defensive bonuses, but better than Mako's Bite, Eradication, Scirocco's Dervish, and almost any other set that only boosted one defense. However, Gaussian is really bad in the sense that you're wasting slots that are essentially useless. Also, if you value ranged defense over AoE defense (Which you probably should, since Aegis is so good at providing AoE defense and nothing exists like Aegis for ranged defense...), then sets like Mako's Bite and Eradication at 3 slots start to push ahead. A good option for Cloak of Fear came up with Cloud Senses as well, which provides the same ranged defense per slot as Mako's Bite.
In the vein of wasting slots, a surprisingly good set comes out of Knockback IOs in Explosive Strike, which offers a decent ranged defense bonus for little slot investment. Taking Kick instead of Boxing and 3 slotting it with Explosive Strike was an easy way to boost ranged defense. The downside to doing this is that you're not using Kick, so those 3 IOs exist solely to provide a little bit of ranged defense.
The end build has 45.6% ranged defense, 44.7% AoE defense, and has at least decent slotting of all the main abilities. It does rely on 2x Divine Avalanche to cap Melee defense, but there are worse things in the world. It manages to have enough spare slots to get 4 LotG recharge IOs as well. It lacks almost any accuracy bonuses at all, unfortunately, so it may be worthwhile to look into the Accuracy alpha slot for soloing +4s (The +defense offered in that alpha slot wouldn't hurt either, especially against +4s). Anyway, here's the build:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Floriana De Luca: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut- (A) Mako's Bite - Accuracy/Damage: Level 50
- (9) Mako's Bite - Chance of Damage(Lethal): Level 50
- (13) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Mako's Bite - Damage/Endurance: Level 50
- (45) Mako's Bite - Damage/Recharge: Level 50
- (A) Aegis - Resistance: Level 50
- (3) Aegis - Resistance/Endurance: Level 50
- (3) Aegis - Resistance/Recharge: Level 50
- (5) Aegis - Endurance/Recharge: Level 50
- (5) Aegis - Resistance/Endurance/Recharge: Level 50
- (50) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Eradication - Damage: Level 30
- (21) Eradication - Damage/Recharge: Level 30
- (33) Eradication - Chance for Energy Damage: Level 30
- (A) Aegis - Resistance: Level 50
- (17) Aegis - Resistance/Endurance: Level 50
- (17) Aegis - Resistance/Recharge: Level 50
- (27) Aegis - Endurance/Recharge: Level 50
- (33) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Explosive Strike - Damage/Knockback: Level 20
- (9) Explosive Strike - Accuracy/Knockback: Level 20
- (21) Explosive Strike - Chance for Smashing Damage: Level 20
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (42) Mako's Bite - Damage/Endurance: Level 50
- (42) Mako's Bite - Damage/Recharge: Level 50
- (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Aegis - Resistance: Level 50
- (11) Aegis - Resistance/Endurance: Level 50
- (11) Aegis - Resistance/Recharge: Level 50
- (46) Aegis - Endurance/Recharge: Level 50
- (46) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Aegis - Resistance: Level 50
- (15) Aegis - Resistance/Endurance: Level 50
- (15) Aegis - Resistance/Recharge: Level 50
- (46) Aegis - Endurance/Recharge: Level 50
- (50) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Touch of the Nictus - Accuracy/Healing: Level 30
- (29) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (34) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (34) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (45) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (23) Eradication - Accuracy/Damage/Recharge: Level 30
- (23) Eradication - Damage/Recharge: Level 30
- (27) Damage Increase IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) HamiO:Enzyme Exposure
- (25) Luck of the Gambler - Recharge Speed: Level 50
- (A) HamiO:Enzyme Exposure
- (25) Luck of the Gambler - Recharge Speed: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (37) Mako's Bite - Damage/Endurance: Level 50
- (37) Mako's Bite - Damage/Recharge: Level 50
- (37) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Cloud Senses - ToHit Debuff: Level 30
- (29) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (31) Cloud Senses - Accuracy/Recharge: Level 30
- (34) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (36) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (36) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) HamiO:Enzyme Exposure
- (31) Luck of the Gambler - Recharge Speed: Level 50
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (33) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (39) Eradication - Accuracy/Damage/Recharge: Level 30
- (40) Eradication - Damage/Recharge: Level 30
- (40) Scirocco's Dervish - Damage/Recharge: Level 50
- (40) Scirocco's Dervish - Accuracy/Damage: Level 50
- (A) HamiO:Enzyme Exposure
- (36) Luck of the Gambler - Recharge Speed: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (50) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Endurance Modification IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (7) Numina's Convalescence - Heal: Level 50
- (7) Miracle - +Recovery: Level 40
- (A) Performance Shifter - Chance for +End: Level 50
- (19) Performance Shifter - EndMod: Level 50
- (19) Endurance Modification IO: Level 50
Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 24.56% Defense(Fire)
- 24.56% Defense(Cold)
- 22.69% Defense(Energy)
- 22.69% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 28.31% Defense(Ranged)
- 27.38% Defense(AoE)
- 7.65% Max End
- 9% Enhancement(Accuracy)
- 36.25% Enhancement(RechargeTime)
- 10% FlySpeed
- 85.34 HP (6.373%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 12.4%
- MezResist(Immobilize) 12.4%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 22% (1.23 HP/sec) Regeneration
- 30% RunSpeed
- 10% XPDebtProtection
-
You can get some benefit out of IOing your defender, but you really need a purpose for it. For my defender, I wanted to not die. Ever.
So I basically IO'd defenses and resists, and it worked: I can actually take alphas on pulls and walk away with barely a scratch. It's been a wonderful game-changer. As a defender, the weakest link in the team always felt like it was me - My debuffs were keeping everyone else alive just fine, but if the enemies started targetting me, and I dropped, then things might start falling apart. That fear is completely gone.
It just opens up a ton of new and ridiculous things you can do. Tankfender is awesome.
There are other things you can do with an IO build, it's all down to what you want to do. If you're perfectly happy with your defender and see no way to really improve your style of play, then by all means, don't IO! -
Just tested it again now, took Fluffy out to go beat on some lieutenant out in Founder's Falls. Fluffy did indeed proc negative damage a few times. Yay fluffy!
Not sure why I wasn't seeing it yesterday, but I'm seeing it now. -
I actually sat him on top of an enemy minion and waited for a proc to happen. Never saw one for about a minute. I'll do more testing when I get home today.