JAXMAN

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  1. Energy Drain will heal 3%(enhanceable) of your base hit points per mob hit(auto hit) up to a max of ten. The trouble I've found is that when I need Energy Drain for the heal component is against enemies that either debuffed my defense or against Psi damage and the 60 second recharge isn't exactly short enough for my tastes.

    I made due on my way to 50 by relying on the mitigation of Focus and Shockwave, and having Aid Self to top off hit points between spawns. I'm soft capped to lethal, smashing, fire, cold, energy, and negative damage, as well as just over 30% ranged defense now so the Psi problem is less noticeable then it was leveling.

    If I was going to recommend a primary for someone to play with EA I'd go Dark melee. A self heal in the attack string, gloom, and darkest night, plus the end to handle it all. My claws/ea brute is fun to play, probably more so than my Night Widow, but the weaknesses never quite go away.
  2. Quote:
    Originally Posted by devil dingo View Post
    I know alot people do have these uber builds in their stable. It can be alot of fun and challenging to get keep playing a toon for maximum uberness. My question is ....how many people that post these crazy expensive builds on toons they just started leveling or plan on leveling actually follow through. My gut tells me...not many.
    When I look over all the alts I have and all the Inf/Imf invested in their separate builds, I could easily have two or three purpled out builds blue side and one red side. That's without farming for purple drops or grinding merits. I don't have those as I don't take the time to maximize my market slots to make more or place lower bids and wait. And because I jump from alt to alt I'd rather have a lot of builds that are above average than a few that elite. Personal preference is going to mean some people are going to focus on individual alts and always want to make them better.
  3. My brute has Swipe, Slash, Follow Up, Focus, Spin, Evis, and Shockwave. I have a solid single target attack chain and 3 AoE attacks. A lot of the bigger hitting attacks don't do enough damage for their end cost when Fury is low, IMO. Using Evis on one target is a good way burning through end, it still burns end against multiple targets but you do a heck of a lot more damage.

    I wouldn't give up my single target attacks or Spin and Shockwave. Evis is a maybe but it still is way too useful when my diff is set to more than 1 player.

    The best way to manage end will probably though IOs, either from set bonuses or the procs.
  4. Well my Claws/Invul is a scrapper and I do recall a large end drain, what I did was aim for sets with recovery bonuses. Knowing more about IOs now I would aim for defense bonuses but I can't muster the ambition to rebuild him. As far as Claws and Brutes go, I found Spin and Evis to be great attacks and deal out massive amounts of damage with fury but also that they ate into my blue bar.

    Invul's 3 toggles should use less end than SR's 3 toggles and SR has to use PB. I would suspect your attacks are the largest reason you are burning through end.
  5. JAXMAN

    Shield Defense

    The Steadfast Unique that grants 3% defense and Weave go along way to increasing survivability. True Grit also offers a lot of extra hit points that add to survivability in the early levels.
  6. My inspiration was how Fury functions, attacking and being attacked generate fury. Most Brute secondaries do not contribute a lot to Fury generation; taunt auras help but most powers do not.

    My idea of vigilance would encourage defenders to attack by granting a vigilance bonus for attacking. In this fashion soloing defenders wouldn't be punished for soloing because they could not generate Vigilance.

    So if defender secondaries are going to contribute to Vigilance more so than Brute secondaries contribute to Fury, then Defenders should have a few powers from their primaries that do not contribute.

    And still having a couple of the total available defender powers not generate Vigilance would still be a buff compared to how the same powers negatively affect the current version of Vigilance.

    I'd prefer to see Defenders benefit more for being proactive, rather than reactive, but that's my play style. If my ideas are constructed around my play style then the limitations imposed will also follow suit. What everyone doesn't want is a new version of Vigilance that's so good it will get nerfed later. Vigilance should be useful enough that it helps separate Corruptors and Defenders, but not so great that people will not want to play Corrs. if there is a change and it is over powered, the Devs have already shown a willingness to bring powers back inline. Having a more realistic approach to a change in my experience will result in a higher chance of seeing the change implemented, from real world requests not just changes to my favorite past time.

    As it stands now, the Defender archetype is my favorite in the game. I haven't made one I didn't like to solo nor one that didn't make any team more effective. I do think that having an inherent power that only kicks in when the team is failing was a decent concept, but in practice it's not extremely useful. To me, not having a constraint on any changes is like getting cake and ice cream, then asking for pie; typically that wil come back to haunt you later.
  7. If I didn't have a Claws/SR scrapper I'd make one as a Brute. I recently hit 50 with my Claws/EA brute and even thought Psi damage and -Def debuffs can ruin my day I still really enjoyed the trip to 50.

    I'd love Quickness to help shore up my single target attack chain, which is a mix of Swipe, FU, Focus, and Slash. The recharge increase takes a bit to get used to red side but Quickness would help with that. I feel that I make Fury a lot easier with Claws than my Energy/Fire Brute and then Spin/Evis is just gravy.

    I think the fact that there aren't a lot of Claws/SR threads is people are too busy playign the combo or posting about the combo on the scrapper forum.
  8. JAXMAN

    DM/SD help

    Well before I slotted sets I aimed to get as much defense out of powers as I could. I used Boxing as part of my attack chain to help get Weave sooner, I did spend Inf on a Steadfast unique. Don't put off True Grit too long, it helped me survive in the lower levels. Touch of Fear would help your survivability but I didn't plan on having it at 50 so I never took it.

    For me when I was using SOs I had plenty of slots but a hard time fitting in powers. I typically go for offense and then defense on scrappers but in this case I got Weave in the mid 20s.

    Shadow Maul is a big part of your AoE damage. To make the most out of Soul Drain you will want more enemies to fuel it, but without sets your defense might not allow that. With the 2 SD sheilds, PF, Weave, CJ, and the Steadfast unique you'll be about 33% defense, and 1 small purple should get you to the soft cap. That's about the time I really started enjoying the combo, and also when I started adding sets.
  9. There are plenty of Defender powers now that affect the caster. Having my idea of Vigilance, where powers that affect the caster, unless they debuff an enemy, not help build Vigilance is the compromise to have Defender attacks increase Vigilance. Where Vigilance gives what ever type buff is best, be it endurance discounts or sustained mez protection, or whatever.

    Right now Healing Aura has a negative effect on Vigilance, the more you heal the less you get from Vigilance, so not including one of 3 heals Emps have available doesn't seem like much of a sacrifice to me. Inertial Reduction, Arctic Fog, Dark Servant, Dispersion Bubble, Sonic Dispersion, Triage Beacon, would all fall into the same category to me.
  10. I wasn't trying to indicate that all heal powers should not increase Vigilance. Heal Other would be a teammate buff and should increase my concept of vigilance. Heal Aura, Accelerate Metabolism buff the entire team including the Defender. I personally don't think the defender should get an extra bonus for healing themselves.

    If primary and secondary powers can contribute to my idea of Vigilance, I think there needs to be some powers that don't, Aim for example.

    If the system was more complicated and checked how many players were healed and for how much if they were close to full health, than that would be better in my mind. I don't think a defender should be able to go into a mission solo and spam healing aura until Vigilance is built up then have an endurance discount for the whole mission, if they keep attacking.
  11. They could make Vigilance reward the defender for actively protecting the team, that to me would be ideal. If they scaled the bonus similar to how fury works, the hardest working defenders would get the largest bonuses. I'd say attacks, teammate only buffs, and enemy debuffs would increase Vigilance. A power like Radiant Aura wouldn't. Maybe that would just encourage Defenders to spam their shields more.
  12. I notice on my Claws/Energy Brute that I've muscled up to 47 I only use Shockwave as an opening attack to clump the spawns together or on teams when I know the knockback effect has been canceled out.

    That's as long as their isn't any Psi damage around, my 31% ranged def is ok for Ranged protection but not enough to drop Shockwave on my Brute. Blue side I could see going without it, but I play with difficulty setting a bit lower typically.
  13. Well my Claws/SR uses sets to get to the soft cap ToD and Mako so they have 1 proc in them. With Claws and Quickness single target attack chains aren't too difficult to get going.

    My SS/Ice tank is mostly still slotted up with HOs but I changed it up a bit to give the faster attacks 1 to 2 procs each while staying with good overall damage and my defense is good with Weave. I've been considering redoing my tanker build, mostly considering my Claws/SR and SD toons are more fun to play offensively.

    Personally, I think you can do a Buzzsaw build with Claws, but I like the consistency you can get with full sets more. If I want more of a challenge I can up the difficulty now.
  14. Indeed +Recharge will always benefit Regen. Reconstruction, Dull Pain, and IH available more often is never a bad thing. As far as +Defense goes, I'd aim for Melee defense, instead of spreading the defense bonuses around. Defense is a tricky dog, it's cumulative so every little bit helps more than the previous little bit until you reach the softcap.

    You might get some more slotting ideas if you have a working build and an idea of the powers you want to keep.
  15. JAXMAN

    claws/sr builds

    CJ is a nice little bit of defense but not needed. A lot of people like it as it's a nice spot to slot for some bonuses. With enough recharge bonuses and Quickness you probably won't need Hasten unless you are aiming for a perma Hasten build.
  16. JAXMAN

    claws/sr builds

    If you 3 slot your toggles and and passives from SR, and 3 slot Weave, and add the Steadfast unique into Tough, you will be about 39% defense to all positions. That leaves you only about 6% to get from sets.

    To get 6% melee def, 6% ranged def, and 6% aoe def isn't too hard and you should have plenty of options to get those.
  17. The difference between soft capped SR vs Ice/EA/SD is going to be the DDR built into SR. Taking and slotting your passives will help ensure that when the time comes you do get hit a few times with defense debuffs, you won't succumb to a cascading failure, where you defense gets lowered and you start getting hit more and your defense goes even lower, and then you die. Other than that SR is extremely cheap to soft cap where other secondaries will cost more.

    You'll can play with out the passives, but you will considerably stronger with them.
  18. The Brute version of Claws takes a bit to get used to. The animation times are the same but damage and recharge have been adjusted. That being said since returning I've gotten a Claws brute to 41 and had a great time with Claws red side. Brawl costing 0 endurance was a big boon to getting me a few levels and rounding out my attack chain. I never really went to the vet attacks.
  19. If you move a slot from Quickness to the Passive Melee def power and 1 from Physical Perfection to CJ you should make the softcap. Only giving up a bit movement speed and some recovery.

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  20. Quote:
    Originally Posted by Imaheroe View Post
    Personally, I don't understand why you want evis and shockwave, unless its for concept. If you were going to cycle through all of your attacks, you lose DPS in the long run.
    One of my favorite things about claws is that I can use the attack most suited to the situation, not one static attack chain. Spin, Evis, and Shockwave can work very effectively when cycled for AoE damage and will put out a good amount of DPS with more than 1 target. When the minions are gone you can switch to a single target attack chain that doesn't make use of the AoE attacks. I have a lot of claws scrappers, I have between 6 and 8 attacks on each depending on concept and availability.
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    This gets the job done assuming high level enhancements. It has one free power pick in case you want to use a different power pick instead of SJ. It relies heavily on set bonuses and I don't know what it would cost right now, been away for a few months. My claws/sr is at the softcap without the fighting pool, the hardest part for me was finding the slots to get the bonuses.

    Going with set bonuses over the Steadfast unique and Weave gives you some more freedom in power picks but pigeon holes you a bit in your slotting options.
  22. This is the relatively sane IO build I was thinking about switching into, this focuses on maximizing defense to S/L/N/E/F/C and it tried to keep the different defenses in the same ballpark as one another. Not a lot of recharge but you can swap in IO sets or the more expensive IOs (LotG +Recharge) for that. If you are maxing invinicibilty out it's a bit of over kill but that can be handy on the ITF and the like. I'm sure there's room for improvement but I try to keep the builds down around a reasonable price range.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), F'dSmite-Acc/Dmg/Rchg(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), Achilles-ResDeb%(17)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), RctvArm-EndRdx(43)
    Level 6: Dull Pain -- H'zdH-EndRdx/Rchg(A), H'zdH-Heal/Rchg(7), H'zdH-Heal/EndRdx/Rchg(7), H'zdH-Heal(9), H'zdH-Heal/EndRdx(9), RechRdx-I(45)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(46)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23), Heal-I(34)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(39), P'Shift-End%(39)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 24: Spin -- Erad-Dmg(A), Erad-Acc/Rchg(25), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-%Dam(34)
    Level 26: Boxing -- Empty(A)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/Rchg(31), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40), RctvArm-EndRdx(42)
    Level 32: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(46)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Def/Rchg(43)
    Level 41: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(45)
    Level 44: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(48)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  23. I'd recommend slotting Follow Up with some accuracy. Especially considering you don't have a lot to hit or accuracy set bonuses. If you are going to take Weave I would recommend not slotting Boxing for bonuses. You can do better just going for some recovery bonuses and running Weave.

    My build is a bit different but I have all the Claws attacks and soft capped defense. If I drop Air Sup and Fly and just take SJ I'm still 1 power pick away from getting Aid Self. Basically, I'd probably drop Shockwave if I really wanted the heal, and slot a healing set that'd give me 1.88% AoE def. That would look something like this.
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

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    Dreako - No fighting pool: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership

    Hero Profile:
    Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(9), S'dpty-EndRdx(11)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Achilles-ResDeb%(17)
    Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(19), S'dpty-EndRdx(21)
    Level 6: Spin -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Acc/Dmg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dam%(11), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(31)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Def/Rchg(31)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Quickness -- Flight-I(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
    Level 24: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 26: Combat Jumping -- DefBuff-I(A)
    Level 28: Stimulant -- Empty(A)
    Level 30: Agile -- Ksmt-ToHit+(A)
    Level 32: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(39), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40), Mrcl-Heal(40), IntRdx-I(46)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 38: Lucky -- GftotA-Def(A), GftotA-Def/Rchg(43)
    Level 41: Assault -- EndRdx-I(A)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(50), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/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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  24. My favorite names have been Sonic Wail, Static Vibration, Poisonous Ice, Radiation Emission, and Lady Arrow. Admittedly Lady Arrow is a remake from Diablo ii but I like it non the less.
  25. What is your play style like? If you want to take advantage of AA and CC you need to be in melee range. I found it wasn't worth the end cost to run both at the same time. If CC is active and hitting the spawn AA is probably not giving a very big return. When I had both powers I ran CC unless I got stunned. The recharge time was long, so I'd activate AA until CC was up again.

    If you are hugging a melee teammate and getting the most out of CC, EF and RI might not be worth the end or time it takes to activate them. Seeing how the team preforms can indicate if you need to use the powers. I know they are the staple of Rad's awesome, but there are times when that awesome means the difference between a spawn being defeated in 10 seconds instead of 11 seconds. At that point save em for the big fights.

    I changed up my build(pre Dual builds) to be aimed more at high end TFs with Fallout and Vengeance so I dropped CC and AA (I did grab Shiver though). With some frankenstlotting my end usage is fair, and AM is up a lot and that helps.