JAXMAN

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  1. JAXMAN

    DM/Shield help

    As CoH becomes progressively more casual for me after four plus years, my builds are a bit more relaxed. I start with an SO build and branch off from there. If I'm going to wait to slot sets until the mid 30s I want to enjoy the trip there.

    Then I typically pick either one weakness or strength to enhance as my primary goal; keeping in mind I do not want to lose any effectiveness from the SO build. No point in being unkillable if I can't do damage myself. For SR I aimed for the soft cap to positional defenses. I typically try to get there as cheaply as possible. I spread my attention across a lot of alts so having a lot of better than average builds is nicer than one or two uber builds.

    I start up a build and add in the powers I know I'll want and the minimum slotting for them. I look at how many slots/powers choices remain and estimate how to get to my goal. With SR, I initially used Tough with a Steadfast Unique and Weave to soft cap; I have since gone with slotting more sets that give plus defense. Things I sacrificed to do that would be other set bonuses like accuracy, plus damage, and recharge and also it limited my slotting choices. What I gained were extra power picks. I'm not near an AV soloing attack chain, but I can do either single target or AoE.

    I also will pick concept/fun over effectiveness (taking Air Sup and Fly might yield lower totals than CJ/SJ); but I like using Fly. I also peak at a lot of the builds posted on the forums. Seeing how people going for high recharge also get defense can give some useful ideas. I don't end up all fancy, but when I can soft cap an alt I don't play much for 100 million it's a fair return on investment.
  2. I have Blizzard right now, I just know that I often only use it once or twice a TF. When teams move slowly I use it more often but the end crash annoys me to no end. That's more of a play style choice than anything against Blizzard.

    Frost Breath is used a lot more solo than on teams, when I can take a second to line up the cone, when you hit 3 minions with it, it reduces the amount of time it takes to defeat a spawn. Chances are if there was another attack available before 28 I'd have that instead.
  3. This isn't what I'm using on live right now, and I don't have the sets right, but I was going for a lot of the cheaper sets instead of set bonuses on a lot of powers. I only went with one hold, after debuffing to hit on bosses I tend to just hold lieutenants. I have fair resistances that stack well with a sonic or a thermal. The AoE damage isn't great but it does take the edge off. I like having the immob from the APP, that's part of my single target attack chain and combines with the to hit debuffs nicely. On live I have Blizzard, but it doesn't match my play style, I really don't need it to solo and I dislike the end crash on teams. Because I only use it when my end is getting low anyways, I plan to get power sink back.

    This is a build I would very much enjoy more slots for, and a bigger bank acocunt, either way it's pretty effective even with SOs.

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

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(15), Nictus-Heal/HP/Regen/Rchg(17), DampS-Rchg/EndRdx(17), DampS-Rchg(19), SipInsght-Acc/EndRdx/Rchg(45)
    Level 1: Ice Bolt -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(11), Ruin-Dmg/Rchg(13), Ruin-Acc/EndRdx/Rchg(13), Ruin-Acc/Dmg/Rchg(15)
    Level 2: Ice Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(3), Ruin-Acc/EndRdx/Rchg(9), Ruin-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(50)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(5), DarkWD-ToHitDeb/EndRdx(7), DampS-ToHitDeb/Rchg/EndRdx(7), DampS-Rchg(9)
    Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 8: Shadow Fall -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(21), TtmC'tng-ResDam(27), TtmC'tng-EndRdx(27), Ksmt-ToHit+(33), S'fstPrt-ResKB(33)
    Level 10: Frost Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(34), Det'tn-Acc/Dmg/EndRdx(34), Det'tn-Dmg/EndRdx/Rng(36)
    Level 12: Fearsome Stare -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(36), N'mare-Acc/EndRdx(36), N'mare-EndRdx/Fear(37), DampS-Rchg/EndRdx(37), DampS-Rchg(37)
    Level 14: Swift -- Empty(A)
    Level 16: Freeze Ray -- G'Wdw-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), G'Wdw-Acc/EndRdx(39)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    Level 22: Ice Storm -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(23), RechRdx-I(23), Dmg-I(25), Posi-Dam%(25)
    Level 24: Hover -- Zephyr-Travel/EndRdx(A)
    Level 26: Fly -- Zephyr-Travel/EndRdx(A)
    Level 28: Bitter Ice Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(29), Ruin-Dmg/Rchg(29), Ruin-Acc/EndRdx/Rchg(31), Ruin-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 30: Howling Twilight -- RechRdx-I(A)
    Level 32: Dark Servant -- TotHntr-Acc/Rchg(A), Nictus-Acc/EndRdx/Rchg(45), Nictus-Acc/Heal(45), Nictus-Heal/HP/Regen/Rchg(46), Dct'dW-Heal/EndRdx(46)
    Level 35: Recall Friend -- Jnt-EndRdx/Rng(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 41: Electric Fence -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48)
    Level 47: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(48), P'Shift-EndMod/Rchg(50), RechRdx-I(50)
    Level 49: Aim -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



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  4. My SR is soft capped for a very reasonable price and I exclude Tough/Weave from my build, but I would not make a great AV soloist. Tough and Weave probably offer the most slotting choices for attacks, as you will not have to use a lot of sets to get to the soft cap.

    From what I gather Aid Self is handy for soloing AVs but not required, give a bit of wiggle room if you will. And Hasten would depend on the ideal DB attack chain, which I'm not very familiar with. If you can use combos and have a good attack chain without Hasten, it would be convenient to save a power pool.
  5. Excluding IO sets, it's better to slot HPT for more hit points than for resistances. More HP is basically plus resist to all, but since the base hp boost is 20% and the resistance boost is less than 6%. So roughly 10% more hit points slotting for health or about 3% more resistance to all.

    Once you get to using sets, what you slot for would depend on what the rest of your bonuses were aimed at.
  6. Slash's damage assuming 95% boost from slotting in Strike, stacked Follow Up(based on your recharge slotting), and the other 17% damage buff you have.

    90.8 * (1 + .95 + .75 + .17) = 260.6

    The same but with an extra 3% damage boost.

    90.8 * (1 + .95 + .75 + .20) = 263.3

    3% is 3%, except when it's 3% of base damage not 3% of total damage, here it's just over 1% gain in total damage.
    That would look a little better when Follow Up is not stacked but only slightly. The total damage increased would be constant but the % of total damage would be a tiny bit better.

    Were you working towards the build I'd go with the Mako's slotting, I'm not sure I'd change it after the fact though. unless you are going for a lot of hit point bonuses I also don't think I'd make a change.

    But it all depends on what it means to you and how much it would cost you. I don't have hundreds of millions of inf around so that would factor into my decision making. If money is no object then I ask what's stopping ya?
  7. On my TA and Dark MM's I have plenty to do and also have plenty of ways of "grabbing" attention for BG mode. On my second account my Pain MM does not have vet attacks and finds a personal attack useful for pulling. made it though the low levels without an attack but now I like to stay in BG, so it's either use up a power pool on the Presence pool or take an MM attack.
  8. Do you have a data chunk for the changes? It doesn't sound like enough of a buff to use a respec for 3% damage and 20 hit points.

    I'm going out on a limb and assuming you are going to at least 4 slot Mako's Bite for the bonuses. If you have the cash to just place the new IOs over the old ones, go for it.

    I like damage boosts on my Claws/SR so much that I added Assault into my build.
  9. I wouldn't give up the -Dam on PGA for a third single target hold.
  10. I may have to bow out also, if a buddy comes back to town with weekend I won't be on much.
  11. I'd be up for a villainous LGTF.

    Jax - Operative Jax - SoA (Huntsman) - 50

    or Jax Webb - Widow - 50
  12. I'll come along, I'm sure I have an alt that could use some merits.
  13. JAXMAN

    Phalanx Fighting

    For Scrappers it should be 2.25% enhanceable per allies in range.
  14. JAXMAN

    Shield or SR?

    This is the original idea that I have at work, at home is a more refined idea geared towards how I play. One more thing, I had one Mako's damage proc laying around, I'm not sure what that would run in the market. I'm till fairly sure with that and a Steadfast the build is less than 100 million without the recovery unique, and I'm not sure that is needed with Dark Consumption.

    I'm still pretty low level and having the IOs encourages me to stick with it until I get high enough to be able to take off. I've given up on DM/Regen, DM/SR, and DM/Invul over the years.

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

    [u]Click this DataLink to open the build![u]

    Jax black: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(42)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(23), S'dpty-EndRdx(40), S'fstPrt-ResDam/Def+(50)
    Level 2: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(25)
    Level 4: True Grit -- Heal-I(A), Heal-I(17), Heal-I(42)
    Level 6: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(25)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(40), RedFtn-EndRdx(42)
    Level 14: Swift -- Run-I(A)
    Level 16: Combat Jumping -- DefBuff-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 28: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(43)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/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: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(43)
    Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Grant Cover -- EndRdx-I(A)
    Level 49: One with the Shield -- EndMod-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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  15. When slots are tight I tend to slot Follow Up 2 Acc/2 Recharge/maybe 1 End. You do not have to enhance the damage portion of Follow Up to be effective, but it is very nice. If you have the slots and end isn't a concern I'd go 2 Acc/2 Recharge/2 Dam.

    For sets, 5 Crushing Impacts (minus the Acc/Dam) and any Acc/End/Recharge will be 55% Acc, 95% Dam, 77% End and Recharge with level 35s. With level 50s it's 63% Acc, 97% Damage, 88% End and Recharge.

    With HO's 3 Nucleolus and 3 Membranes is 95% Acc Dam and Recharge, plus 56% to hit boost but without the end reduction.

    And 2 nucleolus 2 membranes and the Crushing Impact Dam/End and Dam/End/Recharge is 66% Acc, 97% Dam, 47% End, 86% Recharge, and 40% To Hit.

    With IO sets and global acc and to hit boosts available I don't slot Follow Up for To Hit anymore. I fall into the use CI's for set bonuses and frankenslot roughly level 35s.

    Edited to remove the part I messed up when the boss walked by.
  16. JAXMAN

    Shield or SR?

    SR's scaling resists do contribute enormously to general PvE survivability, and when you are getting whittled down i.e. death by a thousand cuts, you will be tough to defeat. But the main issue I have playing my SR is a big smack to the face when I'm about 60% health. The overall extra hit points and constant resists in SD is better at absorbing the big hits.

    I managed a softcapped DM/SD build for roughly 55 million inf, succumbing to the buy it now mentality often. I had a Steadfast Unique I didn't have to buy and used Merits for a level 20 Miracle unique. Otherwise everything came right off the market.
  17. I enjoy soling all my defenders; Storm/Sonic, Dark/Ice, and TA/A, I'm also starting a Sonic/Elec that isn't high enough to comment on.

    I think a combination that would do really well solo would be Dark/Sonic. The sleep from Sonic makes spawns without bosses trivial, and you can stack -Res from the Primary and Secondary, you get a heal and a hold, not to mention a pet.
  18. JAXMAN

    Claws Synergy??

    If you are going to invest a considerable amount, Claws/Invul can be very interesting, and you get extra to hit boost from Invincibility. The mix of defense and Smashing/Lethal resistance is rather impressive after Tough/Weave and some IOs. You can either slot for regen/max hit points to cover the Psi hole or for Psi defense. Initially, Shockwave would seem to be counter productive with Invincibility, but remember Invincibility only works in melee range. Learning to cluster spawns with Shockwave from range means once you jump in, usually more are within Invincibility's range than had you just jumped in.

    Then again, it's hard to go wrong with Claws/SR and when teaming Claws/DA is just pure joy. That is, until they figure out a way to do up a Claws/SD.
  19. I've always found endurance to be an issue with my Widow, early I went with the Passive to save End and respec out of it later for TT:L, and didn't take it late, just too many better powers in my opinion.
  20. This is what I'm looking at to start with. If/when I get all the uniques and figure out if I need Dark Consumption, I might swap in Shadow Maul.

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

    [u]Click this DataLink to open the build![u]

    Jax Black: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(45)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(13), S'dpty-Def(19), S'dpty-EndRdx(40)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 4: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(15), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Rcvry+(46), S'fstPrt-ResDam/Def+(46)
    Level 6: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(13), RedFtn-Def(19), RedFtn-EndRdx(43), RedFtn-Def/EndRdx/Rchg(50)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(29)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(48)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(27), M'Strk-Dmg/EndRdx(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(43)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(37)
    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: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(50)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: One with the Shield -- EndMod-I(A)
    Level 49: Grant Cover -- EndRdx-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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  21. If you want easy to use secondaries (to me that means no clicks) SR and WP are both good with SR blooming late. Regen and DA require a more active approach to survival with FA and Invul being in the middle.

    My play style leans towards SR or WP as Claws has fast activating and recharging attacks I don't like to click my defenses.

    I am tempted to see how my inf it would take to really make my Invul crazy good for PvE. With the resists the way they are and plus defense from sets, Invul could be a real beast.
  22. You used to be able to knockdown enemies while they were in the stand back up animation, now they tend to be able to get up and attack once before being able to be knocked back down. It's still a lot of protection.

    To knock anything down you need to overcome their knockback protection. With AV's you won't be able to do that with Air Sup.
  23. JAXMAN

    SR vs Shields

    [ QUOTE ]
    [ QUOTE ]
    with 0 enemies in range

    [/ QUOTE ]

    Don't you mean allies?

    [/ QUOTE ]

    i'm at work, I can only goof off a set amount

    i go about my day assuming everyone knows what I mean not what type
  24. JAXMAN

    SR vs Shields

    SR with 6 defense powers not slotted would give 19.5% defense while SD would be 15% with 0 enemies in range of Phalanx fighting. Assuming 3 slotted with SOs SR will go to 30.4% and SD will be 21.3% (you cannot enhance the self +def of PF).

    SR will have better defense debuff resistance and SD will have better base damage resistances and more hit points. SR also have to wait for AoE defense which SD gets early. SD will be harder to softcap but arguably stronger once you get their, plus you get Shield Charge.
  25. JAXMAN

    Pre-24 slotting

    My mind is foggy all of a sudden, I know I used that beginning after my level 24 respec and I think I had Stamina before that as well. I do not think it's mandatory, but by level 24 you have so few slots for powers that I like having a couple of powers that can contribute without much slotting, hence fitness pool.

    I aimed my build at softcapping Ranged and AoE defenses and they focusing on ranged attacks. So I basically kept all my pre 24 power choices, I did grab the Bane armor on the level 24 respec and have added Cloaking Device and Surveillance. It's a blast to play, as it's a ranged alt that suits my personal style.