Hai Jinx

Apprentice
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  1. Here is a softcap plan that only requires the fighting pool, 1 added fighting pool slot, and a total of 11 added slots to the secondary.

    Plenty of room for more attacks, slots, sets, etc to do whatever you want.

    Skipping the fighting pool makes softcapping much harder because you get 3% defense to all from Tough and up to 5.5% to all from Weave. So you'd need to find 8+ defense somewhere else.

    45.3/45.3/45.1 Defenses.

    I used Martial Arts, but you could use any Scrapper primary.

    Level 48 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting

    Hero Profile:
    Level 1: Storm Kick
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Focused Fighting
    • (A) Defense Buff IO
    • (17) Defense Buff IO
    • (19) Defense Buff IO
    Level 2: Cobra Strike
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (11) Touch of Death - Damage/Endurance/Recharge
    • (11) Touch of Death - Chance of Damage(Negative)
    Level 4: Focused Senses
    • (A) Defense Buff IO
    • (19) Defense Buff IO
    • (21) Defense Buff IO
    Level 6: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 8: Agile
    • (A) Defense Buff IO
    • (21) Defense Buff IO
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 12: Boxing
    • (A) Empty
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 16: Dodge
    • (A) Defense Buff IO
    • (23) Defense Buff IO
    Level 18: [Empty]
    Level 20: Weave
    • (A) Defense Buff IO
    • (25) Defense Buff IO
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: Dragon's Tail
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (27) Scirocco's Dervish - Damage/Endurance
    • (27) Scirocco's Dervish - Damage/Recharge
    • (29) Scirocco's Dervish - Accuracy/Recharge
    • (31) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (31) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 28: Lucky
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (31) Defense Buff IO
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: Evasion
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Empty



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  2. A SS/Fire Brute is basically like a walking crashless Nuke for every spawn.

    ITFs are a blast, Romans must have no fire resistance or something because they go down like they soaked their togas in Gasoline.

    And my Brute is just Alpha T1 slot only Mostly Frankenslotted with a handful of sets.

    I can only imagine what a 50+3 with some of the builds that were being talked about in that other thread are like.

    Sure compared to my /SR scrapper the /FA brute is pretty squishy. But that's what Rise of the Phoenix is for.
  3. I never really notice the 5 target liability on Burn

    Burn is more awesomer* than you can possibly imagine.










    --------------------
    *Yes that is a word now.
  4. Hai Jinx

    MA/SR Build

    I'd suggest keeping Fighting and nixing Concealment

    If you get rid of the fighting pool you lose over 8% defense to all right off the bat. You wont have anywhere to put the 3% defense IO.


    And of course -
    At low Hp with tough you have capped Resist to S/L, with 16% resist all the time.



    You don't need concealment anyhow -- with capped defenses you can just run through 90% of the missions that you might otherwise "stealth"
  5. Hai Jinx

    MA/SR Build

    So this (loosely) what my build might look like if I added the Red Fortunes in that you did and put Aid self back in. Oh and did the whole Crippling Axe Kick and Eagle's Claw thing were "supposed to" (yuck)

    45.9 Melee / 49.7 Ranged / 45.5 AOE / 16.4% S/L resistance

    4.5 seconds off perma-hasten before any incarnates is kinda neat. So is 296% Regen. So this is an improvement over what I'm doing ATM.

    You could get 49% Melee Defense by switching out the Purple Set for another Touch of Death Set (losing 10% recharge) You still might be able to be perma-Hasten with a Spiritual Alpha Slot.

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Hecatomb - Damage
    • (3) Hecatomb - Damage/Recharge
    • (3) Hecatomb - Accuracy/Damage/Recharge
    • (5) Hecatomb - Accuracy/Recharge
    • (5) Hecatomb - Damage/Endurance
    • (7) Hecatomb - Chance of Damage(Negative)
    Level 1: Focused Fighting
    • (A) Red Fortune - Defense/Endurance
    • (27) Red Fortune - Defense/Recharge
    • (27) Red Fortune - Endurance/Recharge
    • (29) Red Fortune - Defense/Endurance/Recharge
    • (31) Red Fortune - Defense
    • (31) Red Fortune - Endurance
    Level 2: Cobra Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (15) Crushing Impact - Damage/Endurance
    • (15) Crushing Impact - Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Recharge
    • (17) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Crushing Impact - Damage/Endurance/Recharge
    Level 4: Focused Senses
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Endurance/Recharge
    • (43) Red Fortune - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 6: Focus Chi
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 8: Agile
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Recharge
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 16: Dodge
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Recharge
    Level 18: Crippling Axe Kick
    • (A) Crushing Impact - Accuracy/Damage
    • (34) Crushing Impact - Damage/Endurance
    • (36) Crushing Impact - Damage/Recharge
    • (36) Crushing Impact - Accuracy/Damage/Recharge
    • (36) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 20: Quickness
    • (A) Run Speed IO
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (46) Steadfast Protection - Resistance/Endurance
    • (50) HamiO:Ribosome Exposure
    Level 26: Dragon's Tail
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (34) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 28: Lucky
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (48) Defense Buff IO
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 32: Eagles Claw
    • (A) Touch of Death - Accuracy/Damage
    • (37) Touch of Death - Damage/Endurance
    • (37) Touch of Death - Damage/Recharge
    • (39) Touch of Death - Accuracy/Damage/Endurance
    • (39) Touch of Death - Damage/Endurance/Recharge
    • (39) Touch of Death - Chance of Damage(Negative)
    Level 35: Evasion
    • (A) Red Fortune - Defense/Endurance
    • (40) Red Fortune - Defense/Recharge
    • (40) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (45) Red Fortune - Endurance
    Level 38: Elude
    • (A) Recharge Reduction IO
    Level 41: Aid Other
    • (A) Recharge Reduction IO
    Level 44: Aid Self
    • (A) Numina's Convalescence - Heal
    • (45) Numina's Convalescence - Heal/Recharge
    • (45) Numina's Convalescence - Heal/Endurance/Recharge
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    • (50) Endurance Modification IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (7) Miracle - +Recovery
    • (9) Regenerative Tissue - +Regeneration
    • (9) Numina's Convalescence - Heal
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (11) Performance Shifter - EndMod
    • (11) Endurance Modification IO
    • (13) Endurance Modification IO



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  6. Hai Jinx

    MA/SR Build

    Kinetic Combats do not add 3.75 to melee they add 3.75 to smashing/lethal, they only add 1.88 to Melee


    The smashing/lethal is wasted on an /SR, so there are better sets.

    -----
    It is possible to softcap with just attack IO bonuses with SR

    With the +3% IO you can do that and still throw in a couple crushing impact sets.
  7. Ahh I wasnt aware we were looking at the microcosm of the ambush farm

    In which case I think SS/FA > Claws/Electric

    Double rage+FE+ Footstomp + Burn >>> Spin


    ----------
    Course you could do Claws/FA

    And then have Brute Spin+Burn
  8. The base damage of all the brute claws attacks is greater -- because of the longer recharge times

    But the animation times are all the same.

    Thus the Brute is compensated for the fury nerf once they get enough recharge to make the slower recharge times less important (which is pretty easy, basically once you can frankenslot)

    In practice Brute Spin > Scrapper Spin -- even with the slower recharge.

    I bet the big scrapper claws adherants would love to have Brute Claws on their scrappers. That would be a truly awesome set.
  9. focus has a higher chance to Crit than Dark Blast on Lts and above.

    nevermind the fact it is just plain awesome.
  10. Hai Jinx

    MA/SR Build

    Just some comments -->

    I cant see why you would need to use Kinetic Combat sets on an /SR.
    Maybe on a /EA in the upcoming issue.

    Why slot boxing at all?

    Why not slot tough to use it? Its really nice on an /SR

    Why not put the healing uniques all in health? -- you won't be using aidself every time it recharges at the softcap.

    ---------------
    Overall it seems theres a ton of slots in the secondary and missing slots in the primary.

    I tend to go about things the other way around. I dont use 6 slots on anything in my secondary. I'd like to, but I need the slots elsewhere.
  11. Quote:
    Originally Posted by PleaseRecycle View Post
    I don't see why people act like MA is a single target only set. Dragon's tail is easily one of the best scrapper aoes by more than one measure. I'd take it over anything but spin.

    I agree here -- it also animates a lot faster than the other Scrapper PBOEs

    Everything around you going down like bowling pins every few seconds is also fun.
  12. WP is pretty durable on SOs especially with tough and weave


    Throw in a Steadfast +3% Defense
    And 4 -5 sets of Smashing Haymaker (+1.88 Smashing/lethal each)
    And you can do very well on a modest budget with a WP tank

    Once you get more Inf you can replace the smashing Haymaker sets one at a time with Kinetic Combat. (+3.75 smash/lethal) and not have to respec since they are both 4 slot sets to get the def bonus.


    Thinking on it - if you did the same thing on an Invul or a Stone - you probably wouldnt be in bad shape either. Well except that granite is still slower than a Ford Pinto with flat tires. (Unlike WP I havent played those to/at 50 though so its speculation)
  13. Hai Jinx

    New Judgements?

    Quote:
    Originally Posted by Kractis_Sky View Post
    Ninja sounds cool, although 36 random sheild charges would be heck on my video card and likely give me a headache, but I'd probably use it on consept alone. I think your foot stomp (or alternate animation whirling hands) would be most easily done. Maybe just a ninja leap off screen and a smash return to earth.

    Yeah I was thinking "what should a stalker AOE really look like" but graphics lag firendly it probably would not be.


    I agree on the footstomp they could probably do that one the easiest.
  14. Hai Jinx

    New Judgements?

    Some physical attack ideas:

    Ninja Judgement - You appear and disappear in flashes of smoke several times in the AOE radius, slashing each time you appear

    Whirlwind Judgement (weapon) you spin around a lot flailing your weapon in sweeping arcs

    The Judge - Ultimate Foot Stomp (Super Strength): Nuff said
  15. think the 81 is the unenhanced value
  16. Welcome to City of Heroes
  17. Quote:
    Originally Posted by joebartender View Post
    Being willing to use the inspirations that will be raining down on you is also a big plus.
    I made a SS/FA Brute to see what the fuss was all about this week. Once I got to level 29 today I found out.

    Once you get Burn running - you will basically be in some kind of inspiration freefall.

    Literally the reason you just Footstomp / Burn rinse repeat is its the only thing you have time to do between clicking inspirations. Your tertiary powerset becomes Inspiration Mastery.
  18. Quote:
    Originally Posted by Delerious View Post
    I'm sure /SR tanks will be effective though I doubt they will be overtaking /inv, /wp or even /ela when you take into account io's and incarnates.

    Just doesn't seem that impressive to me when and /Inv pimped out can pretty much do every thing and more.

    So what's so awesome other than the concept and being very strong just off so's?

    I think that is basically it -- compared to other "SO only" builds it will be very competitive with the other sets, at a fairly low level (given brute power choice progression)

    But in the heavily IO'd world it may not be as awesome as Invul or WP with the layered protection.

    Still - it will do a great job against the 59% "new soft cap"

    -----
    Someone mentioned DE Quartzes ... yeah those will be horrible for SR tankers. They make my SR scrapper suddenly feel like a blapper.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    0.0

    This just occurred to me. If the bolded part is true, then getting mezzed will shut off your mez protection.

    That's how they avoided breaking the cottage rule on that power.

    Entropic Shield becomes Entropic Aura and gains a recharge boost and taunt effect. As far as I am aware though, it is still your mez protection as well.

    Unless taunt is not considered an enemy affecting effect for the purposes of the shutdown mechanic, that could be very problematic indeed.

    Hmm /WP RTTC does detoggle but it has a to hit debuff --

    What about Invicibility? It has taunt only, right? Does it detoggle? I never play /Invul

    --------------------------------
    Being a defense set while it might be a drawback - it would't be outragously horrible since you tend not to even get hit by most mezzes (Psi only typed mezzes on /EA would be even less fun though)
  20. Quote:
    Originally Posted by BrandX View Post
    Personally, I just keep them both in, because CK is just one of MA's many cool animations.
    Yeah, both of CAK's animations look dumb.

    But crane kick looks awesome. Of course I keep thunder kick in for the same reason I suppose - although I don't use it when I am trying to do something DPS.
  21. Quote:
    Originally Posted by ricohdah View Post
    I haven't had a chance to look at the build but the best attack chain for MA is SK-CS-SK-CAK-repeat. I imagine MA to not be the best choice for pvp as all the MA attacks are smashing which is the most common damage resist (along with lethal).

    How much better is that then SK-CS-SK-Crane Kick ?

    Ive noticed very few people take both cobra strike and crane kick

    Is it the knockback or ?
  22. Energy Melee got over-nerfed back when lolpvp was still part of what designers cared about. (previous form of lolpvp)

    Maybe if they proliferated it to scrappers they would be forced to fix it

    the ST just needs faster animations

    One AOE would be fine if they made it more competitive with Spin or Fire Sword Circle.
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    The game is balanced around SOs. Take it or leave it. But please, shut up about it.
    I am not really sure it should be -- At least for a good sized chunk of the level 50 content.

    But on just SOs no Scrapper or Brute comes close to Tanker survivability with comparable sets. (minus outside buffs of course)

    At 50, my decently IO'd for survival MA/SR scrapper has roughly the level of survival my WP/SS tanker had on SOs.
  24. What would happen if Tankers got a 500% instead of 400% max damage buff?

    Would they all of a sudden eclipse Brutes (who are like 750% with a slightly lower base)?

    Or Scrappers (who are 500% + better base multiplier) ?