JAXMAN

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  1. JAXMAN

    Claws Regen help

    I saw your original post said Regen and SR so in case you had any interest in SR I drug out an old leveling to 40 SR build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness

    Hero Profile:
    Level 1: Swipe -- Acc-I(A), Dmg-I(3), Dmg-I(13), Dmg-I(31), EndRdx-I(37), RechRdx-I(37)
    Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(17), DefBuff-I(25)
    Level 2: Slash -- Acc-I(A), EndRdx-I(3), RechRdx-I(11), Dmg-I(15), Dmg-I(27), Dmg-I(37)
    Level 4: Focused Senses -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(17), DefBuff-I(25)
    Level 6: Spin -- Acc-I(A), EndRdx-I(7), RechRdx-I(7), Dmg-I(15), Dmg-I(27), Dmg-I(34)
    Level 8: Follow Up -- Acc-I(A), Acc-I(9), RechRdx-I(9), RechRdx-I(13), EndRdx-I(40)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- EndRdx-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Focus -- Acc-I(A), EndRdx-I(19), RechRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(31)
    Level 20: Health -- Heal-I(A)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Quickness -- Flight-I(A)
    Level 26: Dodge -- DefBuff-I(A), DefBuff-I(29)
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
    Level 30: Agile -- DefBuff-I(A), DefBuff-I(31)
    Level 32: Shockwave -- Acc-I(A), EndRdx-I(33), RechRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
    Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
    Level 38: Eviscerate -- Acc-I(A), EndRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    ------------
    Set Bonuses:
  2. JAXMAN

    Claws Regen help

    The animations, damage, and recharge time of Claws attack have been redone a few times for balancing reasons. You won't notice the changes if you haven't played claws before. And overall the changes have resulted in improvements for Claws performance so nothing to fear.
  3. Well I slotted CI with a chance for knockdown proc today and that does work on the secondary hits so I would assume damage procs would also.
  4. How essential is the Kismet +6% ToHit to soloing AV's for you? For my play style with that much accuracy and with your downtime on Soul Drain I that's what i would drop.

    Of course that's a better build than I can muster, so my builds do tend to use the Kismet.
  5. I believe the chain hits are a summoned pet type attack that cannot be summoned if the initial target is defeated. That's what I've seen from my first 30 levels with Elec melee.

    I don't know how procs work in the power, my IO slotting typically means I'm slotting for bonuses not procs now a days.
  6. Quote:
    Originally Posted by Werner View Post
    Huhwhat? OK, look, I know the difference between to-hit and accuracy is complicated, and frankly unnecessary to understand for most people most of the time. But line of sight? If you can't see them, you can't attack them? If they can't see you, they can't attack you, so they'll probably run towards you to attack? When pulling, ideally keep other people where the bad guys can't see them? That kind of thing? Am I missing something? Maybe I need line of sight explained to me, because that all seems obvious and intuitive to me, seeing as how it's based on how vision works in the real world.
    I thought of it after a particularly long PuG ITF with MMs and no defense to go around. Someone sent me a tell in game wondering why I suggested we pull the Healing Nictus around the corner and out of sight of Rommy.

    Typically this is with PuGs and pulling, not that this tactic is as over used as in years past. It does come in handy from time to time and pulling well isn't as common as I would expect.
  7. I think the question is hard to answer as what constitutes a min/max build will vary from player to player. To the vast majority of the players in the SGs I'm in; I would be a min/maxer but just based off of the scrapper forums i wouldn't be.

    I haven't gone back and IO'd out all my older alts and even some of the newer ones are aiming for a performance level above that capable with SOs alone but not near the top potential IOs can offer.

    Sometimes it comes down how many alts a player has, investing the same time into 2 or 3 alts will make those better than another player that has 2 or 3 alts of every archetype that they play regularly.

    I have noticed a lot of long time players don't have a great understanding of some long existing game mechanics. I think I've been explaining how line of sight works for over 5 years.
  8. Practiced Brawler is available to SR at level 10 and it will protect from all the standard mezz type powers. If you put a second slot into it and use 2 SO recharges once you reach level 22 it will recharge before it expires unless you are severely debuffed. It is one of the pains of playing SR in the low levels so for the next few levels you can bring some break frees along.
  9. Quote:
    Originally Posted by BalleRyan View Post
    Hi,

    Could someone please help me tweak my build for a DM/SD to soft cap him? I like how all his other numbers are, but his Melee/Ranged/AoE defenses are at 42%. I would at least like to get Melee defense to softcap. Thanks in advance.
    Your ranged defense is higher than you think, the 3.75 buff from PF isn't showing, so if you swap out a Mako's set for Touch of Death you should be at the Melee softcap and ranged Def would still be over 42%.

    A lot of your slotting appears to focus on global recharge, Thuderstrike and Detonation are good sets for getting ranged and aoe def but it will reduce recharge.

    If you could find a 6th slot for True Grit you can 6 slot Numina and get ranged def that way, and more the Regen proc to Health.
  10. My huntsman build is rather tough on endurance as well but I haven't slotted Numina or miracle procs. I did go into the Leadership pool and Assault and Manuvers is noticeable as far as damage done and survivability.

    I could see having an AoE immob would be nice but I really haven't noticed a need for another attack.
  11. Well one set of Serendipity over Red Fortune would get you closer to the AoE softcap with the loss of some recharge.

    You would really want to slot Accuracy into Follow Up, Focused Accuracy or Tactics can take the set for 2.5 Def to all. If you went that route I'd suggest dropping Hasten for FA and try to find some slots here and there to 6 slot it.

    If you did that you could use CI's in FU to get eh recharge back.

    All of that is assuming you want to keep Aid Self and only after a quick glance.
  12. Most of the TFs required for TF commander are fairly easy TFs done everyday by players using SOs. You will have more slots than a player "in the level range" of the TF while exemplared. They were designed back before IOs so you won't really be at a disadvantage. Also the team make up can make up for losing set bonuses. And there are always inspirations to lean on.

    If you don't plan on running some of the lower level task forces repeatedly for merits, I don't think a second build would do you much good. Then again I did plan out a build that would have been used for running Posi and Synapse on a small 3 person team but never took the plunge.
  13. I have a set of Kin Combat mostly as I like the stats better than just using ToD to get my Melee def up, it was a tad pricey but it was a while ago and prices were a lot lower. My Ranged def is higher, Mids isn't showing the 3.75 def from Phalanx Fighting for ranged only melee and aoe.

    Red Fortunes were cheaper and the Blessing of the Zephyrs can be pricey. You really don't need to be at 45% to be efective it's just how high I went. My build isn't optimal it's mostly a compromise between cost and performance, where my acceptable minimal performance was base lined by the softcap. I used a lot of multistrike sets as they were dirt cheap and available at the time.

    33% positional def to melee/ranged/aoe is where you will really start to feel strong. At that point 1 small luck will get you to the 45% mark and soloing or most average teams enough candy should drop for the tough fights.

    Edit

    I do have a travel power, I just used the temp powers while leveling. I respec'd into a similar build at 50, I just looked at the toon at lunch and I have CJ slotted with 2 level 45 def IOs so I never finished getting to my original plan. I am at 46.5% melee 45.5% ranged and 46% aoe def though. Lots of things could be better but with alts to play it's good enough for when I bring him out. And when I exemp I have a jet pack to get around with.
  14. One of the reasons the defense on SD seems low is that the set is also used by Tankers. If the defense was higher for Scrappers and Brutes it would be overly unbalanced on Tankers. Anyways, instead of focusing on the S/L defense look at the Melee/Ranged/AoE defense. That is considerably higher. Those are also easier to improve.

    this is an older build from when i was first thinking about the combo.

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  15. JAXMAN

    ?/EA

    I'd say Stone melee has some mitigation to help shore up EA's defense holes.
  16. Still planning on synapse tonight?
  17. I find I can level to 10-12 solo fairly easily with any alt, and then if I leave my status as looking for a team i'll usually get an invite via a tell fairly quickly. Though I do tend to team with global friends and people from a coalition or two, the new side kicking makes it fairly easy to join friends of any level doing missions and get exp.

    The easiest thing might to be thrown in with a super group to give you a few more options for finding teams on Triumph.
  18. I like my Claws/EA brute, but i know that my Claws/SR scrapper is vastly more survivable at level 50. The SR takes 3 toggles and 3 passives to get to about 30% defense, where EA takes 3 toggles to get between 22.5%-32.5% defense not including Psi.

    The EA is really using less end for a lower average amount of defense and less DDR but gets basically unlimited endurance with energy drain. When I got to 28 I found the EA to be more enjoyable through the middle levels while waiting for IO sets and bonuses. Straight up SO builds would probably be closer in survivability than IO builds will be with the heal in EA helping out. The most depressing matter for me is, with an IO build that caps everything but Psi and with ~30% ranged def, any time I need the heal in EA, I'll need it again before it recharges.

    I do like the stealth in the power set, it may not be the greatest for grabbing and holding agro for Brutes that are tanking, but I think it would be a very interesting scrapper secondary. Solo it does limit grabbing extra agro in some situations.

    EA also has a nice plus HP component to the tier 9.

    Another thing to consider is that many forum posters are looking towards top end builds not middle of the road ones. While SR will always be easier to softcap and make into a monster, EA isn't as horrible as it is perceived to be.
  19. I have the issue if my MM is the team leader but doing the missions of a teammate of a higher level. When the mission ends and I zone out I drop the auto sk and bots die. On a duo I make the higher level teammate the leader, usually doing those missions anyways and that helps a lot.
  20. JAXMAN

    Clawz

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Unless he's soloing content that he shouldn't be soloing.
    But then the controller's AoE immob wouldn't be an issue.

    Blah, my real point was more geared towards shockwave's usage on teams. I find on teams it's typically easier to curb my usage of shockwave toward a method that fit's that particular team's teamwork, instead of having them change up to how I solo. And to me it didn't seem like the poster's team was in need of shockwave's damage mitigation, no matter how powerful it may be.

    I guess the other solution would be to run ahead of the team and get some shockwave action in before the controller can immob anything.
  21. JAXMAN

    Clawz

    By level 48 and modest investment into IOs, a claws/sr shouldn't be relying on shockwave for damage mitigation. Either way, if you get enough agro away form a controller that's using an AoE immob to face plant at level 48, it might require a change of tactics on your part. I suspect that the controller, who should be squishier than a scrapper, stayed alive.
  22. I see all types of things forming in TW each week, but it's typically the same folks forming. Now if I don't like the selection I could start whatever I wanted and feel fairly certain I'd get a full team. I just gignore people that complain no one will form the Tf they want to do.
  23. JAXMAN

    Oil slick arrow

    I used the macro on my TA's you do have to click it twice.
  24. JAXMAN

    Claw/Elec

    I enjoyed my Claws/Elec probably more so than my Claws/FA and I did enjoy how some of the game is vastly different with a pile of Energy resistance. My Claws/DA isn't IO'd out so it's not a great comparison but Dark is probably studier. Alas on the higher level tfs SR, WP, and Invul still are stronger so I fear I won't take the new shinny out very often but stick with the old stand bys.
  25. I'd move Boxing to 44 and move every power you can up. As much as I like Shockwave for it's damage mitigation, I understand why people skip it. Evis is a much power pick with it's range increased and paired with Spin will put out serious AoE damage. Perhaps, level up with Shockwave and when you get close to the softcap respec out of it.

    Other than that, you'll have to drop a power; Gloom, Taunt, and Evis maybe SJ. I'd personally take Shockwave over Gloom but to each their own.