JAXMAN

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  1. Not the most refined build, but soft capped.

    Should be a few ideas for you. I would suggest slotting the Steadfast 3% def asap, it's got a great return on investment.

    The LotG sets are nice for the bonuses but regular IOs will still softcap if money is tight.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ares Excel: Level 50 Natural Scrapper
    Primary Power Set: Battle Axe
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Chop -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(5)
    Level 2: Gash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Regen/Rcvry+(11), Mrcl-Heal(21), Mrcl-Heal/EndRdx(31), Mrcl-Rcvry+(43)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(40)
    Level 12: Swoop -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(27)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Axe -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(46)
    Level 20: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(40)
    Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(50)
    Level 24: Kick -- Empty(A)
    Level 26: Cleave -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Grant Cover -- EndRdx-I(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 32: Pendulum -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Physical Perfection -- Heal-I(A), EndMod-I(45)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-End%(39)
    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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  2. Quote:
    Originally Posted by Golden_Pie View Post
    DM/Shield and Body Mastery don't mix so well, because usually people look to the APP for some added AOE **cough, fire ball, cough** and Energy Torrent takes a shield out of the benefit of AAO, but to each there own I guess. I suppose this wouldn't matter so much if you mostly solo or don't really care about AOE, but then you also miss out on Fire Blast which is almost as good as Smite for Damage/Anim.
    I wasn't commenting on the APPs in general, more specifically on the last build posted. With only Melt Armor and the Hold taken, I can see a lot of merit in using the APP instead to cover the end costs and then the choice of what incarnate to use is a lot easier to make.
  3. I'd consider Body Mastery for APP, with your recharge Conserve Power will be up more than it's down and Physical Prefection is a nice place to slot a preformance shifter chance for +end.

    it wold lower ranged def slightly, but if 2 slotted CP you could add one to Manuvers and the Ranged/AoE toggle and get ranged clos to 45% again.
  4. JAXMAN

    Claws/SR Brute

    This is what I have in mind for a Claws/SR brute, I just can't find the time to roll one up and I'm not sure I want to give up on my Claws/SR scrapper and a brute would make me do that I think.

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  5. the nice thing about the plus regen bonuses is that they are usually an early bonus, so if you don't have a lot of slots you can maximize what you do have.

    My first IO's WP I built for hit points, and I've since found that slotting for other things still nets you nice bonus regen. LotG, Devisation, Numina, Perfect Zinger, all include Regen in them. Considering accolades and high pain tolerance plus sets I'll have over 1000 extra hit points without trying, at that poitn it's bring on the regen and let's see if you can kill me while i stand here and heal.

    My main focus is defense, but there is a reason that the Regenerative Tissue unique is expensive.

    Differing methods is one aspect of CoH that I truly enjoy, finding a path that works, just not what might be expected.
  6. Smashing and lethal defense is typically what I aim for, followed by plus regen. Several of those bonuses are tired to plus hitpoints. I look at the powers I want and what sets are available to them.
  7. JAXMAN

    claws/??

    I've played every clawsa combo there is and i have found all of them to be fun. The different armor each work a little differently and take advantage of different strengths claws has as a set. The mitigation shockwave provides is great for more offensive sets but not as great for self buff sets like invul and wp. How you like to play will be the biggest factor in how you enjoy the set.
  8. Currently there are only about 150 slots available in TW 2.0, I think a fair number of players have found there way there.

    Not that I think promoting the channel is a bad idea, I just dislike work. Maybe everyone could promote the channel, I don't see how someone should be stopped from promoting the channel just because they aren't a mod.
  9. With SOs and Weave ou can get around 35% defense which is about where IMO you start to notice the constant returns of higher defense. Add in the fact inps are cheap and easy to combine having one purple handy to softcap you is easy. The hard part is getting enough levels under your belt to pick up offense and defensive powers and slots, but with just SOs SR doesn't require many slots which starts to show in the 30s.
  10. I found my Claws/Elec scrapper to be a blast, a Brute version would be even stronger. I did go for a defense focused IO build, but while leveling when things start getting nasty Shockwave can provide a ton of damage mitigation. Claws isn't everyone's flavor but it works well with any secondary.
  11. As far as a teaming scrapper goes I like DA for a secondary. Nice big heal, and some utility powers to boot. On the cheap, SR is a great secondary for minimal investment comparatively great returns from IOs.

    If I were to remake any of my Claws scrappers it would probably be my Claws/Invul. Knowing how to get Smashing and Lethal defense from IOs plus the resists, it would be a beast of a scrapper, even without using IOs to cover the Psi hole. Wouldn't be at the softcap for defense but would have considerable resistances, performance wise the build should be very consistent.

    Willpower would benefit greatly from IO slotting for Defense as well bu you have an Willpower scrapper and I assume want something different.
  12. I'd be down for another all scrapper tf. Just like last time I'd take my DM/SD "Dark Jax" along. Unless we get a few other SD scrappers then I might switch it up just to be different.
  13. Aid Self vs PP comes down to the feats aid self let's you complete. For me I don't try most of the crazy challenges so PP is better for general teaming.
  14. Well since I won't be home today to visit mom, I'd tag along on this endeavor. I see there are a few blasters already so I could bring PI my Ice/Rad troller or my Dark/Ice def. Always open to suggestions.

    I need to drink less and play more, didn't notice this was for yesterday =)
  15. I don't recall what the channel limit is or how old TW 2.0 is, but I don't see any reason to get overly aggressive on the range. At least in the begining if it's going to be set at all I'd lobby for 365 to be the minimum, unless at some point the channel actually fills up again.
  16. JAXMAN

    ITF Weekdays

    Thanks for letting me tag along tonight

  17. moving a few slots around and changing sets can get you to the soft cap all around.

    Personally I don't think Hasten is needed unless you are going for a very tight attack chain, not using that can help the endurance situation, and free up a power pick and maybe a slot or two. But here are some things to consider.


    Hero Plan by Mids' Hero Designer 1.601

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GROWL POWER: Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(3), GftotA-Def/Rchg(50)
    Level 2: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/EndRdx(34), Achilles-ResDeb%(48)
    Level 4: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def(5), GftotA-Def/EndRdx/Rchg(5), GftotA-Def/Rchg(25)
    Level 6: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx(36)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(15), Mrcl-Heal(15), Mrcl-Heal/EndRdx(43), Mrcl-Heal/Rchg(43), Mrcl-Heal/EndRdx/Rchg(43)
    Level 16: Agile -- LkGmblr-Def/Rchg(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
    Level 22: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(48)
    Level 26: Eviscerate -- Oblit-%Dam(A), Oblit-Dmg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
    Level 28: Lucky -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(29)
    Level 30: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-EndRdx/Rchg(48)
    Level 35: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(42), GftotA-EndRdx/Rchg(42)
    Level 38: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-EndRdx/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Regen/Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(45)
    Level 47: Quickness -- Run(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  18. JAXMAN

    Willpower?

    My Claws/WP has a lot of hit points 2230ish. When I rolled a WP tank I focused more on defense and regen and ended up with a good amount of hit points anyways. This build is over a year old and besides some of the unique procs it was very cheap. It gives you an idea of one method to go with, if I were to start over i'd focus less on plus hit points and more on sets that offer acc/regen/def and try for some that also grant HP.

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  19. On equal budgets SR and SD will give you different options. SR easily caps DDR and get to the soft cap on defense, plus who doesnt like Quickness. SD takes a lot of investment to soft cap and arguably way more investment to cap DDR. But SD offers a damage boost, extra hit points, Shield Charge, and like others have said a better tier 9 option. With all of that going for SD it makes sense that it costs more to get up the SR levels of defense and DDR.

    i would argue that SR is easier to perma Hasten with Quickness, so depending on what a player wants they might choose different things.
  20. "Who is Jax?"

    -most of TW 2.0


    coming soon

    "You have been unsilenced in Triumph Watch 2.0 by @Jax"

    followed shortly by

    "You have been silenced in Triumph Watch 2.0 by @Jax"
  21. I really enjoyed playing my TA/A defender, so much so that I'm working on a A/TA Corruptor right now. Once the Corr can team blue side I doubt I'll play the Defender much. I like Scourge that much.
  22. I find that the auto attack tends to fire off and root me when i want to be repositioning for using AoEs and it recharges so fast it usually happens again as I have to move after being rooted.

    I can see it for the early levels but not a long term setup I'd use.
  23. The first thing that springs to mind is that without 3 allies in range of PF you have 38% defense which is 7% below the soft cap. Being there is more important to some than others but that really makes a difference when trying see what can be accomplished mid scrapper lock.
  24. JAXMAN

    Claws Regen help

    Over the years the animation on Swipe has moved around, it was originally on Strike back when Swipe was the "I'm typing on a typewritter" power, then it went to Slash for a while before moving to Swipe in the last go round. And now Strike uses Jab's animation and Slash uses Barrage's (which if i recall rightly Swipe had for a bit). Confusing stuff. They normalized the damage per activation on the powers resulting in some buffs and some nerfs(Focus) on individual powers but resulted in an overall increase to Claws.

    The range on Eviscerate also changed so now it's easier to use as an AoE so it's hard to pass up. And Shockwave does better damage per activation than Strike now.

    Pre ED days with Claws 1.0 Swipe, Slash, and Follow Up were considered bad power choices now if you skip Slash or FU people say you are doing it wrong.