KillerShrike

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  1. I took Rebirth on my MA/SR scrapper and he's fine. He also has ~53% DEF to all three positions, so he's got that going for him. I've been saving up for a Gladiator 3% to put him up to ~56% but it has thus far eluded me.

    But soon, VERY soon, he will be invincible!
  2. Dark / Dark. I have a a character of every AT where the combination is possible, 3 of which are 50's. i22 will see me making more.
  3. KillerShrike

    Energy Armor

    It's aces. I had already gotten my EA brute to 50 before the set buff and with Io'ing he was very tough despite the nature of the set as it was. Now he's simply "uber".
  4. Quote:
    Originally Posted by UberGuy View Post
    Willpower, already mentioned, is kind of my poster child for a powerset that basically gains nothing from Hasten. There are only two click powers in it, and only one can actually benefit from recharge. Given that it's one of the least helpful self-rez powers out there, I'm not sure it gets taken a lot, and a power you don't have doesn't benefit much from +rech.

    So if you're <anything>/Willpower, how much you can thrive without Hasten comes down almost entirely to how well the <anything> part does without it.
    Ok, good posit. I have several WP characters, so let's see...

    As previously mentioned, my DB/WP scrapper does not have or need Hasten. WP doesn't need it, DB doesn't need it.

    My WP/SS 50 tank _does_ have it and need it, and took it very early, the power pick before Rage. He's a double (sometimes tripple) stacking Rage machine, who spams Footstomp every 6-7 seconds or so. I crammed every bit of regen I could manage on to him and Hasten is critical to the character.

    My StJ/WP 50 brute does have it, but I took it at 44 or 47. The recharge helps keep crushing uppercut or spinning strike available as often as possible. He doesn't really "need" Hasten, it just helps his DPS.

    My son's BS/WP 50 brute took it at 49, but doesn't really need it. My son calls Hasten "firehands" and since all of my most exciting characters have it, he thinks its crucial to having a badass "50". Cargo cult power picking, I guess.

    I have a few low / mid level WP characters, and none of them have it yet, but they might get it later on if I ever level them up.


    One thing to consider is that even though WP itself doesn't benefit from +Rech, the extra END it gives you supports spamming END expensive attacks at a higher rate than some other sets would be able to support. And also, WP pairs nicely with Spiritual Alpha. Factor in that, as many LotG 7.5%'s as can be slotted, and set bonuses, you're looking at a secondary that provides a stable base for a high recharge, big expensive attack spamming character. Hasten contributes significantly to that sort of character with a really big chunk of +Rech; so, while its true that WP is click anemic, it doesn't necessarily follow that WP characters don't benefit much from +rech. It depends on the attack set and the focus of the character.
  5. I have a year 1 Inv/Axe. I actually parked him for years because leveling was just too aggravating and axe was sooooo boring.

    If it weren't a year 1 toon, I probably would have deleted it.

    But, a friend had a character in the right range and I ended up blowing the dust off to help them out ( I prefer to run a toon in the general level range rather than exemping down ) and with the help of the Experienced veterans reward managed to push the character through the mid to late 30's pretty quickly.

    Somewhere between 35 and 41 the character hit critical mass and just became ridiculously tough, and also fun to play. The 3 late AoE's make a HUGE difference, both in play and also in IO slotting. That plus Spring Attack and the entire nature of the character changed for the better.

    The damage is still not that exciting. It's not _horrible_ but, really, soloing is not the toons forte.

    However, the tank-ification is really awesome.

    As an example, first iTrial after hitting 50, no alpha slot, no level shifts, I tanked thru the containers run on Lambda. I don't even know who that was possible; I expected to get creamed but it was pretty effortless. The few times I got into trouble Dull Pain or some green inspirs fixed it and I just kept on trucking. Granted, I was hitting for lame damage, but I was throwing taunt around to at least act as a meat shield and I stayed vertical.

    So...I dunno. Axe itself is kind of meh, especially grinding up the levels. I think a Inv/Mace would be even more fun. But, never the less, I've been very surprised by how much more I like this character in the end game than I did leveling.

    For what its worth, MoM was not fun on this toon however...Invul's psi hole being what it is.
  6. I don't feel compelled to take it unless I _need_ it to keep some other click power(s) the character has available as often as possible.

    However, I do have a habit of taking it on characters that have gotten along fine without it at level 49. Often I'm down to the last power pick and nothing else really stands out as a must have, so I slather some more recharge on with Hasten.

    My Bots/Traps MM doesn't have it, but I've considered respecing for it a few times. He just doesn't _need_ anything else really. The bots and trap pets do all the work, and they do it well.

    My Dark/Dark tank doesn't have it at 50.

    My Inv/Axe tank doesn't have it at 50.

    My DB/WP scrapper doesnt have it...he's got too many damn attacks and DB forces me to use ones I would normally dump to take advantage of the combo mechanic.

    I think all my other high level characters do have it.
  7. This is just my personal subjective opinions, but I've tried WP with lots of different combinations and it's worked pretty well for all of them. I've played most of the attack sets also, though not necessarily with WP.

    The best WP toon I've played is Super Strength; it's just a great combo assuming you don't gimp yourself by slotting for kb, which aside from pissingoff teammates also knocks things out of RttC and gimps your regen. Taunt, Footstomp, throw big attacks on the mob boss(s), and repeat; works great. I have a 50 WP/SS tank who is a lot of fun, and though tough enough to tank most content without problem he is a little too squishy to tank some of the top end content without a little support, even maxed out with Kinetic Melee and Oblits. You said no SS though, so moving on.

    War Mace is an amazing set. Personally, I like WM with shield, but I wouldn't hesitate to make a WM / WP character. You get a lot of tools, and the set is very dynamic. Great animations, good variety, good weapon costume options. It's just a great set IMO.

    Stone Melee is pretty similar to Super Strength. I've never played a SM / WP, but I wouldn't hesitate to pair them. It seems like it would work out similarly though not as awesome as SS / WP. I have access to a SM/Inv 50 who is very tough, very damaging; I honestly don't think a SM/WP mirror would be quite as good, but on the other hand getting to 50 required a lot of END tweakage, and END problems didnt totally go away until Cardiac; the WP version would obviously not be challenged in the same way.

    Broad Sword and WP work pretty well together, assuming you spam Parry. I have access to a BS/WP 50 brute, and he's very survivable. Damage feels a bit sub-par however, even slotted heavily for damage and using Musculature.

    I have a Street Justice / WP 50 brute, and it was a lot of fun and easy to level. All in all, a very solid combination. However, I don't feel like I'm getting all that much mitigation from the primary; the best mitigation the character has is just smashing things fast. Spinning Strike is good, but it's strange targeting makes it a little bit unreliable when surrounded by mobs; you often wont get the ones that are "behind" you. I didn't have any problems getting to 50, and actually only got defeated a few times total, but once I hit 50 and started doing the higher end content, I have to be very careful to keep some purples and / or greens for when I get overloaded with damage. Rebirth helps with this, giving me a very needed click heal. I slotted Spiritual, so maybe Cardiac or perhaps the newer +RES one would be better, but Spiritual seemed to offer the best synergy to WP to me so that's what I went with. Anyway, you could do worse than to pair WP with Street Justice; its a good set with great animations.

    I would hesitate to pair Axe with Willpower; I think Axe works better with a sturdier set like Invul or maybe Electric Armor, or a pure DEF set. The KD is consistent with Axe, but Axe doesn't get AoE until the later tiers and it seems to me that Axe / WP could be frustrating until mid to late game. And just about anything Axe can do, Mace can do as good or slightly better. I have a Inv/Axe 50 tank who is remarkably tough, but very limited; most of his attacks are only distinguishable by how much damage they do. Pretty boring set, honestly; its just an endless repetition of CHOP, CHOP, CHOP, SPINNY-CHOP, CHOP... I keep hoping that Axe will get a little love to make it competitive again, but I'm not holding my breath.

    I made a TW/ WP brute when the set was released, and speed leveled him up to the teens, but TW just didn't click for me, and I have felt no desire to return to the character. It' seems like a good combo initially, but the teens is too soon to really tell. Many people like this pairing though, and I wouldn't have any concerns about it if I were you.

    I have a Dual Blades / WP scrapper, mid 40's. He's a buzzsaw of destruction, but he can get rapidly overwhelmed and face plants more often than I like. The character is either effortlessly mowing through mobs (90% of the time, say), or he's totally fine then suddenly drops into the red and then to 0 in the middle of 1000 cuts or the PBAoE animation (once or twice every few missions). It's an ok combo, and if I gave the character any love it would probably be a lot better, but I personally got to where I don't like Dual Blades combo system; if feels like it is handcuffing me. I wont be making another Dual Blades character and if I ever get around to bumping this toon to 50 it will only be in a fit of boredom.

    I'm not a fan of Electric Melee, and have never managed to get an ElMel higher than mid 30s, but my feeling is that there isn't any particular advantage to pairing it with Willpower. There doesn't seem to be any particular synergy there. Maybe there is, but...meh.

    I don't think I would want to try KinMelee / WP. Burst is good knockdown, but otherwise, I just don't think it would offer enough mitigation, and using the slow T9 would make me nervous in chaotic situations. I have a KinM/EA 50 Brute and he's really tough, but if I could pick a different primary I would. I'm hoping for an alternate animation set for KinM, or at least for the t9...I often don't use it even when I should because I don't like the animation that much.

    I'm not sure how well Claws / WP would work out. I'm not in any hurry to find out either. Claws is a great set, but I like it with more active secondaries for some reason.

    Energy Melee aggravates me in its current state. At this point I wouldn't take Energy Melee for any character, period. Even a concept character. In fact, the KinM/EA brute was originally rolled as a EnM/EA, but I promptly deleted and remade when KinM came out.
  8. Willpower is fantastic and all, but in my experience of the two Invul is much sturdier vs everything exception psi. Dark Armor on a tank is also very sturdy overall.
  9. Quote:
    Originally Posted by mauk2 View Post
    My main excitement for the ATIO's is in the Targeted AoE attacks on various toons: To be frank, the targeted AOE sets stink on ice, with the PVP IO's and the new ATIO's being the only bright spots. Well, for a price.

    Street justice especially is going to be heartily boosted by the ATIO's and I'm looking forward to it, depending upon rarity/expense, of course.
    Yep; I'm waiting and seeing on that front too.

    I slotted FF +RECH on one toon, but otherwise I'm holding off on I/O ing spinning strike to see if the ATIO's will be better than the relatively poor options currently available.
  10. Quote:
    Originally Posted by syrusb View Post
    I love having Taunt on Tanks and Brutes. Brutes more for the 'ZOMGFURYAGGROGIMMEGIMMEALLMINE' than you know... to protect teammates or something. However, I don't always have room for or the want to take Taunt.

    That said, if you as a Tank need Taunt to well.. tank, you are probably not doing your job. When I am on a Tank or Brute I am very aggressive. I don't need Taunt to pull mobs off someone or get attention. I do it by being in an enemy's face, and I generally don't mind having to chase a guy or two.

    Is Taunt useful? Of course it is. Is it required? Of course not. Actually, the -range component is the best part of Taunt, to me. All those things that refuse to close to melee when I don't have a corner or something to pull to? It's like having a City version of Scorpion. "GET OVER HERE!"

    Taunt or no, if I have a teammate going out of their way to make trouble, steal aggro, run off on their own, etc, I let them. You can be suicidal, I have no problem with that. But I'm also not going to be suicidal to save you. I don't subscribe to the 'no deaths is a successful team' motto. Occasionally, no matter what you do, a player is defeated. Being defeated is a momentary inconvenience. Get yourself back up, continue on.

    Here's the thing that gets me about the 'Tanks without Taunt are not Tanks' argument. You've absolutely boiled down the roll of an AT to -one- power. What if all that Tank did was Taunt? I guarantee you I could pull aggro off them with any toon. Because any AT or toon is more than just one power. In this case, if that Tank can get in, get the attention and keep it without that one power, they are doing their job. Would you even notice if they didn't say anything?

    Would you as [insert AT/set] feel off-put if you were accused of not being a good [insert AT/set] here because you skipped what another player considered an essential power? Even if you did your job well? I mean personally, I dislike it when say, Empaths skip Fortitude, but provided they can still do their job I move on. Because a set/AT is more than one power.
    Well...obviously you can do what you like with your characters.

    That said...

    It's a generally held belief that a Tanker's role on teams is to manage the aggro of enemies, keeping attention off of less durable teammates so that the team as a whole can move forward more efficiently.

    If you subscribed to that belief, and you had access to a power designed specifically to allow you to get and hold the aggro / attention of multiple enemies simultaneously, at range, for 0 END, with 0% chance of missing...and in fact such a power happened to arguably be the very best tool in the game for that particular task...well, it follows that you would want that power so that you can more efficiently fulfill the role of aggro-magnet.

    And on top of being a very specialized and useful tool that gives a character with it an excellent means of managing an engagement and forcing enemies to take notice, Taunt further accepts Taunt IO sets which have pretty good set bonuses.

    Personally, I'm fond of Perfect Zinger w/ Chance for Psi in Taunt, but Mocking Beratement is decent too.



    For me, what I don't understand is if a player wants to be a melee face smasher why they wouldn't go with a Brute or Scrapper instead. Either of which will be more damaging, and almost as tough as the Tanker for most content. You'll get your offensive powers faster, bash enemies faster, and no one on teams will expect you to be a main battle tank collecting and holding enemy aggro for the entire team.

    And even if you want to play an aggressive tanker, if you want a more aggressive build without taunt, you can use two builds, one for tanking (with taunt), and one for smashing (without taunt).
  11. Actually, I've been noticing a lot of tankers who lack taunt lately. I think it coincides with players returning to the game after a long break and new players, post-Freedom.

    I even take it on my Brutes. It's a fantastic power.
  12. I have a DDD Defender; I rarely play him, but its a fun toon and surprisingly resourceful, with lots of utility abilities.

    I'm missing a few pieces, but this is where I'm taking the build, for whatever it's worth:

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

    Click this DataLink to open the build!

    Tennebrae: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing
    • (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (3) Touch of the Nictus - Accuracy/Healing
    • (5) Touch of the Nictus - Chance for Negative Energy Damage
    • (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (7) Touch of the Nictus - Accuracy/Endurance/Recharge
    Level 1: Dark Blast
    • (A) Devastation - Accuracy/Damage
    • (7) Devastation - Damage/Endurance
    • (9) Devastation - Damage/Recharge
    • (9) Devastation - Accuracy/Damage/Recharge
    • (11) Devastation - Accuracy/Damage/Endurance/Recharge
    • (11) Devastation - Chance of Hold
    Level 2: Tar Patch
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (13) Pacing of the Turtle - Accuracy/Endurance
    • (13) Pacing of the Turtle - Endurance/Recharge/Slow
    • (15) Pacing of the Turtle - Range/Slow
    • (15) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 4: Gloom
    • (A) Devastation - Accuracy/Damage
    • (17) Devastation - Damage/Endurance
    • (19) Devastation - Damage/Recharge
    • (19) Devastation - Accuracy/Damage/Recharge
    • (21) Devastation - Accuracy/Damage/Endurance/Recharge
    • (21) Devastation - Chance of Hold
    Level 6: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (23) Freebird - +Stealth
    Level 8: Shadow Fall
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense
    • (27) Aegis - Resistance
    • (27) Aegis - Resistance/Endurance
    • (29) Aegis - Resistance/Endurance/Recharge
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance
    Level 12: Fearsome Stare
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (29) Glimpse of the Abyss - Endurance/Fear
    • (31) Glimpse of the Abyss - Accuracy/Endurance
    • (31) Glimpse of the Abyss - Fear/Range
    • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (33) Glimpse of the Abyss - Chance of Damage(Psionic)
    Level 14: Fly
    • (A) Soaring - FlySpeed
    Level 16: Tenebrous Tentacles
    • (A) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Damage/Range
    • (34) Positron's Blast - Chance of Damage(Energy)
    • (34) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (34) Enfeebled Operation - Accuracy/Endurance
    • (36) Enfeebled Operation - Accuracy/Recharge
    Level 18: Darkest Night
    • (A) Endurance Reduction IO
    Level 20: Night Fall
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Chance of Damage(Energy)
    • (37) Javelin Volley - Chance of Damage(Lethal)
    • (37) Javelin Volley - Accuracy/Damage/End/Rech
    • (37) Javelin Volley - Damage/Endurance/Recharge
    Level 22: Howling Twilight
    • (A) Recharge Reduction IO
    Level 24: Assault
    • (A) Endurance Reduction IO
    Level 26: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 28: Moonbeam
    • (A) Sting of the Manticore - Accuracy/Damage
    • (39) Sting of the Manticore - Damage/Endurance
    • (39) Sting of the Manticore - Accuracy/Interrupt/Range
    • (39) Sting of the Manticore - Damage/Interrupt/Recharge
    • (40) Sting of the Manticore - Damage/Endurance/Recharge
    • (40) Sting of the Manticore - Chance of Damage(Toxic)
    Level 30: Recall Friend
    • (A) Interrupt Reduction IO
    Level 32: Dark Servant
    • (A) Accuracy IO
    • (40) Endurance Reduction IO
    • (42) Healing IO
    • (42) Recharge Reduction IO
    • (42) Immobilisation Duration IO
    • (43) To Hit Debuff IO
    Level 35: Life Drain
    • (A) Touch of the Nictus - Healing
    • (43) Touch of the Nictus - Accuracy/Healing
    • (43) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (45) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (45) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (45) Touch of the Nictus - Chance for Negative Energy Damage
    Level 38: Teleport Foe
    • (A) Accuracy IO
    Level 41: Dark Consumption
    • (A) Efficacy Adaptor - EndMod
    • (46) Efficacy Adaptor - EndMod/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (46) Efficacy Adaptor - Accuracy/Recharge
    • (48) Efficacy Adaptor - EndMod/Accuracy
    • (48) Efficacy Adaptor - EndMod/Endurance
    Level 44: Dark Embrace
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) Steadfast Protection - Knockback Protection
    • (50) Steadfast Protection - Resistance/Endurance
    Level 47: Oppressive Gloom
    • (A) Accuracy IO
    Level 49: Soul Transfer
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    • (50) Endurance Modification IO
    Level 1: Vigilance
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 3.94% Defense(Energy)
    • 3.94% Defense(Negative)
    • 10.5% Defense(Psionic)
    • 4.88% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 4.5% Max End
    • 2.75% Enhancement(Terrorized)
    • 2.5% Enhancement(RunSpeed)
    • 36% Enhancement(Accuracy)
    • 10% Enhancement(Heal)
    • 2.5% Enhancement(FlySpeed)
    • 3% Enhancement(Immobilize)
    • 2.5% Enhancement(JumpSpeed)
    • 2.5% Enhancement(JumpHeight)
    • 48.75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 141.2 HP (13.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.6%
    • MezResist(Sleep) 2.75%
    • 10% (0.17 End/sec) Recovery
    • 86% (3.64 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 9.38% Resistance(Negative)
    • 3.13% Resistance(Toxic)
    • 3.13% Resistance(Psionic)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Touch of the Nictus
    (Twilight Grasp)
    • 19.08 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End
    • 3.75% Resistance(Negative)
    Devastation
    (Dark Blast)
    • 12% (0.51 HP/sec) Regeneration
    • 22.89 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Psionic)
    Pacing of the Turtle
    (Tar Patch)
    • MezResist(Sleep) 2.75%
    • 2.5% Enhancement(Slow)
    • 9% Enhancement(Accuracy)
    Devastation
    (Gloom)
    • 12% (0.51 HP/sec) Regeneration
    • 22.89 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Psionic)
    Luck of the Gambler
    (Hover)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Shadow Fall)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Shadow Fall)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Glimpse of the Abyss
    (Fearsome Stare)
    • 2.75% Enhancement(Terrorized)
    • 19.08 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Resistance(Psionic)
    Positron's Blast
    (Tenebrous Tentacles)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    Enfeebled Operation
    (Tenebrous Tentacles)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    Positron's Blast
    (Night Fall)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    Javelin Volley
    (Night Fall)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(Range)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Sting of the Manticore
    (Moonbeam)
    • 12% (0.51 HP/sec) Regeneration
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    • 3% DamageBuff(All)
    • 7.5% Enhancement(RechargeTime)
    • 3.13% Resistance(Toxic)
    Touch of the Nictus
    (Life Drain)
    • 19.08 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End
    • 3.75% Resistance(Negative)
    Efficacy Adaptor
    (Dark Consumption)
    • 11.45 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Dark Embrace)
    • 1.5% (0.03 End/sec) Recovery
    • 15.26 HP (1.5%) HitPoints
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  13. I revisited Axgardian, a year 1 Inv/Axe Tank I had parked for years, and pushed him to 50 last night.

    Merry Xmas, and so forth.
  14. KillerShrike

    SJ and ...???

    At this point I've got decent time in on these types of SJ characters (low to mid 40's, except 1 on beta I only got to mid 30's before they wiped SJ):

    SJ/WP Scrapper (beta) - Street Judge
    SJ/WP Brute (live) - Street Rules
    SJ/Regen Brute (live) - Verdict
    SJ/SR Scrapper (live) - Street Legal

    For me, the SJ/WP Brute plays the best and is the most fun. The SJ/SR Scrapper had a lot of END and AoE problems until the late 30's, but now is on track to be possibly the most dangerous of the 4 as softcap is coming together across all vectors.

    They're all pretty good however.
  15. Energy Aura gets it's END management later on with Energy Drain; once you get it practically infinite END is only a click away.

    I tried a TW/Regen brute just to see if it would suck as much as people thought. It was _ok_ performance wise and END was definitely not a problem, but the momentum issues and redraw were _annoying_ so I was forced to agree that it's not a good combo and dumped the character in the late teens.

    I rerolled it as a TW/Electric Armor brute and so far so good, though I kind of lost interest in the early teens and went back to my Street Justice brute who I find more fun over all.

    My son has a TW/Wp that seems to work well also.
  16. Quote:
    Originally Posted by Laevateinn View Post
    scrapper SR can actually muster enough defense to softcap vs. trial enemies (59 def to all positions). Previously there wasn't much advantage to picking SR over shield, since shield could softcap and get much better tools. Now there is.

    SR is not an outlier, but it's a solid middle-of-the-road powerset.
    Yeah, I'm sitting at 56% on my /SR currently, and am saving for a 3% DEF Gladiator. With Rebirth as a safety net for bad RNG streaks...good times.
  17. This thread is pretty dense with ideas, too many for my simple mind to track on.

    For my part, though I have fun with Archery / Trick Arrow on a Corruptor, I find TA to be frustratingly neutered in some ways compared to its peer sets, but it's mostly several anemic powers that cause this perception for me rather than the entire set.


    Ice Arrow is just disappointing. What I would love to see is instead of a boring single target hold, if it instead put down a Ice blaster sized ice patch as a ranged drop. That would be awesome.

    Poison Gas Arrow is ok, but if it worked similar to Trap's Poison Gas Trap, perhaps lessened effect but a ranged drop, that would be better.

    Disruption Arrow leaves me thinking I'm missing something, because it currently seems like a more END expensive, less effective dupe of Acid Arrow. I mean, of course I use it, but I'm not excited about it and it just doesn't seem to be worth the END. If it also applied a decent -damage effect or something equivalent on the other hand....I'd pay the END and smile.

    Flash Arrow should be cool, but it seems to have almost no effect. It needs to actually do something useful in addition to its -PER effect (especially given how common Stealth is these days), either something normal or something out of the ordinary like wiping / lowering aggro profile. I don't know, I leave it to more knowledgeable folk to fathom, but please make it do _something_ not lame.



    Tangential to Trick Arrow, I wish there were an Archery Manipulation / Control set or something along those lines that would allow Blasters and / or Controllers to have a primary / secondary bow combination.
  18. Yeah, I've encountered this a couple of times recently.

    The first time was on a team running a praetoria av team in Peregrine. The team was mostly a group of people that had been away from the game for a while and were coming back. They had a tanker who was adequate, but his tanking style was a bit idiosyncratic and he couldn't seem to completely control all the aggro. When I joined they wanted me to switch for "more damage", so I switched to a Brute and it all worked out, even though the team was a bit disorderly.

    The most recent was a Statesmans TF. I was piloting a Tanker at the time and the leader was also, and wanted me to switch to "DPS or a healer".

    Luckily I talked him out of it because his tank lacked taunt and was less durable than the lone scrapper on the team. I ended up tanking Recluse after he insisted on doing it and repeatedly face planted a few times, so all's well that ends well.


    In both cases, I got the feeling that the underlying scenario was players returning to CoH after stints on WoW or other MMO's working off of a different set of operating assumptions and play style.
  19. Wow man, you seem really determined to have an argument about a throw away build.

    Quote:
    Originally Posted by Fugacity View Post
    I don't see the usefulness of Kick in any StJ attack chain. It doesn't add combo points, it doesn't do nearly as much damage as Sweeping Cross, and it's single target with KB(or chance for) which will just make you work that much harder to get the job done.
    I didnt say it was part of an StJ attack chain. I said it was to pick up a set bonus, and that there is enough recharge in the build to maintain a decent attack chain. You should be able to cycle Initial Strike, Rib Cracker, and Shin Breaker, followed by Spinning Strike or Crushing Uppercut.

    Quote:
    Originally Posted by Fugacity View Post
    I think you'd be better off dropping Assault or Manuevers, picking up Sweeping Cross, and 6-slotting it with Scirocco's Dervish to gain that 3% AoE defense. With only one AoE attack, picking up another will always be useful, especially if it's from your Primary powerset.
    Sure. Good plan. Go for it.

    Quote:
    Originally Posted by Fugacity View Post
    The Leadership pool is great on support classes, but is the 10% damage boost, or 3% defense, really worth the end cost for a Scrapper with an end heavy primary and secondary?
    I like the 10% boost of assault, and if I've got the END to spare I'll gladly convert it to extra damage. If I don't have the END to spare, then not so much. If that's not a tradeoff you care to make, that's ok too.

    Quote:
    Originally Posted by Fugacity View Post
    If the damage is needed, then drop Maneuvers, you've got more than enough defense without it..unless you tend to scrapperlock during iTrials too much, which is always a possibility.
    I do like to be independent. It's one of the reasons I like Scrappers, Brutes, and Stalkers. Just because some content forces me to team, doesn't mean I stop enjoying being self-sufficient. If you like to lean on your teammates that's fine too.

    Quote:
    Originally Posted by Fugacity View Post
    I understand that what you presented is not a tested in-game build, but the OP is looking for guidance in helping him fix his actual StJ/SR Scrapper. MA and StJ are entirely different monsters, they use different mechanics and some different IO sets. StJ attacks activate fast and recharge fast, this affects your end bar, especially if you have a high recharge build or have to deal with the end crash from Hasten on a regular basis.
    Some good points there. I don't have any experience playing a SJ/SR, but I do have experience playing MA/SR and SJ/WP. The OP asked for help and I offered some to the best of my knowledge, mostly from a perspective of what has worked for /SR for me. I was clear and upfront about the fabricated nature of the build I offered. It's just information, to be used or not used.

    So, really, I'm not sure why you are so seemingly outraged or incensed by the notion.


    Quote:
    Originally Posted by Fugacity View Post
    Performance Shifter procs, while nice, are random and undependable. Sometimes they fire off a lot and it seems like you have no end problems, and sometimes you bottom out and wonder why they can't fire when you need them the most.
    With one this is true, with two it's pretty stable, and despite the randomness over time they are well worth it, IMO.


    Quote:
    Originally Posted by Fugacity View Post
    Cardiac will certainly help with end problems, and Rebirth can cover your healing needs(every 2 min), but if the build isn't good at level 50 without Incarnate powers to patch up its holes, it's going to be hard for a player to get motivated enough to do those iTrials with that toon.
    True enough. I can say that my MA/SR was top end before incarnates, and remains top end with incarnates. SJ/SR is somewhat different, but the two sets are close enough that I don't think the differences are as great as you make them out to be. I don't know how good of a chracter a theoretical build would really turn out to be, and I'm not invested in it enough to stake anything on it one way or another. There's also the matter of pilot skill which can compensate or exacerbate a build's nuances.

    I will say that a scrapper that is survivable without needing external buffs that can do high damage and sustain it is a good scrapper, IMO. After that it's for bragging rights or for the challenge...can you pass the pylon test...can you scale to +x/*y...can you solo AV's...etc.

    Quote:
    Originally Posted by Fugacity View Post
    Should the player choose to exemplar to do lower level content, the problems solved by those Incarnate powers will return with a vengeance.
    True enough. As has been said before, a build needs one or more goals or criteria. The intended context for the character to be used in is a key consideration. If exemping down is an important consideration for a character, then the build should reflect that; if not then its not that important.

    One thing to point out is that if a toggle heavy character does exemp down, part of what they lose are toggles taken later, which lessens the impact on their lessened endurance recovery so in some regards it's a self-correcting issue, plus or minus some discretion on the part of the player. Ultimately, if you exemp down and lose some END management, you adapt accordingly and make do. If there is a real problem, such as you are spending a lot of time exemping down and you simply can't function, you can take advantage of an alternate build to kit yourself out differently to suit the need. In other words: you exemp a lot? No problem; make an exemping build designed specifically to degrade gracefully.

    At any rate, I don't see any point to continuing this back and forth. We apparently disagree on various things. I can live with that. I just hope you're having at least as much fun playing this game as I am, and I'll leave it at that.
  20. Quote:
    Originally Posted by Fugacity View Post
    Not to be harsh KillerShrike, but your transplanted MA/SR build sucks as an StJ/SR.
    Well, sure, entirely possible. I just pulled out one set and replaced it with picks from another. I said as much.

    Quote:
    Originally Posted by Fugacity View Post
    I really don't understand why you went for 55% defense. With 95%+ DDR, you'll only need a little more defense(3-5%) to cover 99% of the defense debuffs you'll be facing. Unless maybe you were shooting for the iTrial soft-cap of 59%, but with all the buffs you'll be getting from teammates, you'll be better off using those extra defense slots elsewhere.
    Yes, as close as possible to iTrial softcap was the goal. I spend most of the time with a character post-50, and lately trials are the thing to do. It's not a leveling build to be sure, its a retrofitted build. Powers that were picked along the way to get to 50 and IO'd out were honed away.

    I don't like to rely on teammates for buffs that they may or may not lay down when I need them. So, as a challenge, I ratcheted the DEF up on my /SR 50. I'm currently saving up for a Gladiator 3% which will put him over 59%. I've had the character for going on 8 years now; setting the bar higher or new goals from time to time helps keep the character interesting after all these years, and he's been respec'd in different ways many times.

    To be sure, 45% is sufficient for most of the game's content.

    Quote:
    Originally Posted by Fugacity View Post
    You spent 6 slots on Kick, a Pool power, instead of picking up and slotting Sweeping Cross, a finishing move from your Primary powers.
    You don't need all three finishers, and there's a decent amount of recharge in the build to keep a solid attack chain going. I 6 slotted it to pick up another 3% AoE DEF, chasing iTrial cap. Sweeping Cross would be nice as a PBAoE, but Spinning Strike is the better power I think so I went that direction. YMMV.

    Quote:
    Originally Posted by Fugacity View Post
    You've got Cardiac Core Paragon, and you're still only getting 1.89 end/sec back with 9 toggles. A toon with your build will suck wind like an industrial vacuum cleaner.
    And 2 perf shifters, giving back 11 END each thanks to Atlas & Portal Jockey.

    I run 9 toggles on my MA/SR and the blue bar is fine even through long, intense solo battles. He never stops going.

    Quote:
    Originally Posted by Fugacity View Post
    You put your +stealth IO in Combat Jumping instead of Sprint, essentially wasting a slot.
    I don't use Run; I keep stealth in CJ and run it basically all the time unless I'm en route to something. Using Run works too; I just don't care to be bothered with toggling it on and off. I invariably forget it's running or not running, or pause to toggle on or off and flub an attack chain or something. To fiddly for my taste.

    Quote:
    Originally Posted by Fugacity View Post
    I'm not sure if you've played it yet or not, but StJ is a very end intensive set.
    I played it up thru 32 in Beta before they wiped SJ, and on live me and a SG buddy are leveling a pair of level 38 SJ's. Mine is a SJ/WP Brute, his is a SJ/SR Scrapper.

    I don't have an END issues on the WP Brute, of course. I'm really enjoying the character, and if I weren't deliberately pacing myself to keep the two characters at the same level, I would be grinding it all the way to 50 as fast as possible. As it is, taking it slow has been fun too; I've been redoing a lot of the older content and having a good time of it. I love the "feel" of Street Justice, and the flow from move to move. I think its a great set.

    The SJ/SR scrapper does have some End issues, especially as measured against the WP brute as they are always side by side thus inviting comparison. We have been mitigating this with various IO's and some of the lower sets that give END and REC bonuses. Consequently, the character can now sustain his attack and keep up, though extraordinarily long fights can still be an issue if inspirs dry up. When that happens I toss him blues, he tosses me reds, and we push thru it.


    I asked my buddy to pull the Scrappers current build via Titan earlier, and here it is. It's a work in progress as we grind up to 50 but its at least a "real" build vs a pure fabrication.

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

    Click this DataLink to open the build!

    Street Legal: Level 39 Mutation Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Endurance Reduction
    • (5) Damage Increase
    Level 1: Focused Fighting
    • (A) Endurance Reduction
    • (7) Defense Buff
    • (7) Defense Buff
    Level 2: Sweeping Cross
    • (A) Multi Strike - Damage/Endurance
    • (9) Multi Strike - Damage/Recharge
    • (9) Multi Strike - Accuracy/Damage
    • (11) Multi Strike - Accuracy/Endurance
    • (11) Multi Strike - Accuracy/Damage/Endurance
    Level 4: Focused Senses
    • (A) Gift of the Ancients - Defense
    • (13) Gift of the Ancients - Defense/Endurance
    • (13) Defense Buff
    Level 6: Agile
    • (A) Defense Buff
    • (15) Defense Buff
    Level 8: Rib Cracker
    • (A) Touch of Death - Damage/Recharge
    • (15) Touch of Death - Damage/Endurance
    • (17) Touch of Death - Accuracy/Damage
    • (17) Touch of Death - Accuracy/Damage/Endurance
    • (19) Touch of Death - Chance of Damage(Negative)
    • (19) Touch of Death - Damage/Endurance/Recharge
    Level 10: Practiced Brawler
    • (A) Recharge Reduction
    • (21) Endurance Reduction
    Level 12: Combat Readiness
    • (A) Recharge Reduction
    Level 14: Combat Jumping
    • (A) Defense Buff
    Level 16: Dodge
    • (A) Defense Buff
    • (21) Defense Buff
    Level 18: Spinning Strike
    • (A) Positron's Blast - Damage/Recharge
    • (23) Positron's Blast - Accuracy/Damage
    • (23) Accuracy
    • (25) Damage Increase
    • (25) Endurance Reduction
    • (27) Recharge Reduction
    Level 20: Quickness
    • (A) Run Speed
    Level 22: Boxing
    • (A) Accuracy
    Level 24: Tough
    • (A) Endurance Reduction
    • (27) Steadfast Protection - Resistance/+Def 3%
    Level 26: Shin Breaker
    • (A) Touch of Death - Accuracy/Damage
    • (29) Touch of Death - Damage/Endurance
    • (29) Touch of Death - Damage/Recharge
    • (31) Touch of Death - Accuracy/Damage/Endurance
    • (31) Touch of Death - Damage/Endurance/Recharge
    • (31) Touch of Death - Chance of Damage(Negative)
    Level 28: Lucky
    • (A) Defense Buff
    • (33) Defense Buff
    Level 30: Weave
    • (A) Gift of the Ancients - Defense
    • (33) Gift of the Ancients - Defense/Endurance
    Level 32: Crushing Uppercut
    • (A) Touch of Death - Accuracy/Damage
    • (33) Touch of Death - Damage/Endurance/Recharge
    • (34) Touch of Death - Damage/Recharge
    • (34) Touch of Death - Damage/Endurance
    • (34) Touch of Death - Accuracy/Damage/Endurance
    • (36) Touch of Death - Chance of Damage(Negative)
    Level 35: Evasion
    • (A) Endurance Reduction
    • (36) Defense Buff
    • (36) Defense Buff
    Level 38: Conserve Power
    • (A) Recharge Reduction
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Healing
    Level 2: Swift
    • (A) Run Speed
    Level 2: Hurdle
    • (A) Jumping
    Level 2: Health
    • (A) Miracle - +Recovery
    • (37) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (37) Endurance Modification
    • (37) Endurance Modification
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 8.62% Defense(Smashing)
    • 8.62% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.25% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 80.32 HP (6%) HitPoints
    • MezResist(Held) 8.25%
    • MezResist(Immobilize) 11.55%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • 6.5% (0.11 End/sec) Recovery
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    ------------
    Set Bonuses:
    Mako's Bite
    (Heavy Blow)
    • MezResist(Immobilize) 3.3%
    • 20.08 HP (1.5%) HitPoints
    Multi Strike
    (Sweeping Cross)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Gift of the Ancients
    (Focused Senses)
    • 2% (0.03 End/sec) Recovery
    Touch of Death
    (Rib Cracker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Positron's Blast
    (Spinning Strike)
    • 2.5% (0.04 End/sec) Recovery
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Touch of Death
    (Shin Breaker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    Touch of Death
    (Crushing Uppercut)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
  21. I took my MA/SR as a template, and swapped in Street Justice, so this is just theoretical, but I'm hitting 55% on all three positions at 50 and have good damage.

    Spinning Strike as a Targeted AoE is a bit of a let down from a proper PBAoE from a set perspective as the Targeted AoE sets aren't as tasty, but hopefully the devs will eventually add a new set to spice up the options.

    Note: I just threw slots on in a hurry for final effect, so don't pay any attention to the level a particular slot was assigned; in reality you would layer on the slots in a more organic fashion as you leveled up.

    Anyway, maybe it's helpful for you, maybe not.


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

    Click this DataLink to open the build!

    StreetFlexes: Level 50 Mutation Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Initial Strike
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Focused Fighting
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense
    • (23) Defense Buff IO
    Level 2: Focused Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (25) Defense Buff IO
    Level 4: Combat Jumping
    • (A) Unbounded Leap - +Stealth
    • (25) Defense Buff IO
    Level 6: Kick
    • (A) Force Feedback - Chance for +Recharge
    • (11) Force Feedback - Damage/Endurance/Knockback
    • (13) Force Feedback - Accuracy/Knockback
    • (15) Force Feedback - Recharge/Endurance
    • (15) Force Feedback - Recharge/Knockback
    • (23) Force Feedback - Damage/Knockback
    Level 8: Agile
    • (A) Defense Buff IO
    • (19) Defense Buff IO
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (21) Endurance Reduction IO
    Level 12: Rib Cracker
    • (A) Touch of Death - Accuracy/Damage
    • (13) Touch of Death - Damage/Endurance
    • (17) Touch of Death - Damage/Recharge
    • (17) Touch of Death - Accuracy/Damage/Endurance
    • (19) Touch of Death - Damage/Endurance/Recharge
    • (21) Touch of Death - Chance of Damage(Negative)
    Level 14: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 16: Dodge
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    Level 18: Spinning Strike
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Positron's Blast - Chance of Damage(Energy)
    Level 20: Quickness
    • (A) Run Speed IO
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (31) Aegis - Psionic/Status Resistance
    • (33) Aegis - Resistance
    • (34) Aegis - Resistance/Endurance
    • (37) Aegis - Resistance/Recharge
    • (39) Aegis - Resistance/Endurance/Recharge
    Level 24: Combat Readiness
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 26: Shin Breaker
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (36) Mako's Bite - Damage/Recharge
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Lucky
    • (A) Defense Buff IO
    • (34) Defense Buff IO
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    Level 32: Crushing Uppercut
    • (A) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Damage/Endurance
    • (40) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Evasion
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    • (43) Defense Buff IO
    Level 38: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
    Level 41: Physical Perfection
    • (A) Miracle - +Recovery
    • (46) Performance Shifter - Chance for +End
    Level 44: Hasten
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 47: Maneuvers
    • (A) Endurance Reduction IO
    • (48) Defense Buff IO
    • (48) Defense Buff IO
    Level 49: Assault
    • (A) Endurance Reduction IO
    Level 50: Cardiac Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Void Total Radial Judgement
    • (A) Empty
    Level 50: Clockwork Total Core Improved Ally
    • (A) Empty
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (48) Numina's Convalescence - Heal
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    • (50) Endurance Modification IO
    • (50) Endurance Modification IO
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 13.31% Defense(AoE)
    • 9% Enhancement(Accuracy)
    • 36.25% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 165.7 HP (12.37%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 12.1%
    • MezResist(Immobilize) 12.1%
    • MezResist(Terrorized) 2.75%
    • 5% (0.08 End/sec) Recovery
    • 62% (3.46 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 20% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Touch of Death
    (Initial Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Focused Fighting)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Senses)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Force Feedback
    (Kick)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • MezResist(Terrorized) 2.75%
    • 10% (0.56 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Touch of Death
    (Rib Cracker)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Positron's Blast
    (Spinning Strike)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Resistance(Toxic)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Mako's Bite
    (Shin Breaker)
    • MezResist(Immobilize) 3.3%
    • 20.08 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Crushing Uppercut)
    • MezResist(Immobilize) 3.3%
    • 20.08 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Evasion)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  22. Well...not to be harsh, but yes it sucks.

    You need to be 6 slotting your attacks. You don't need to be slotting Stamina, Health, and Physical Perfection so heavily.

    Im not going to tell you which attacks to take, that's up to you, but the melee and PBAoE sets you want for SR should be to pick up big chunks of positional DEF. So, Touch of Death & Obliteration for melee, Mako's Bite for ranged, and Sirroccos Dervish for AoE are good places to start.

    You do want the fighting pool for Tough and Weave, and you might want to pick up Manuevers also for some extra DEF. I take Kick over Boxing, and at least slot a Force Feedback +RECH and an Acc in it so that it has some utility. On one of my /SR characters I 6 slotted Kick w/ FF which IIRC gives a 3.13% AoE DEF buff because I needed the extra AoE %, and I use it as a finisher to chipshot enemies that are almost wiped out. Put a Steadfast 3% DEF into Tough; you don't need the Steadfast -KB as Practiced Brawler is sufficient KB protection.

    You wont need Elude if you get to softcap, which you should be able to do as SR is very easy to softcap. On my toons, I'll take it for leveling the last stretch, but I respec out of it once I've reached softcap. I never slot it with more than the free slot it comes with.

    On Practiced Brawler you should 2 slot it, 1 RECH, 1 END, otherwise it will punish your blue bar everytime it comes up.

    For me, I slot the 3 DEF toggles w/ LotG 7.5% / DEF, DEF, DEF / END, and 1 DEF IO, and all 3 Autos with 2 DEF IO's. I slot Weave with w/ LotG 7.5% / DEF, DEF, DEF / END, and CJ w/ w/ LotG 7.5% / DEF, DEF, Unbounded Leap +Stealth.

    I slot Health with Numina's +Reg/+Rec, Numina's Health, Stamina with 1 PERF Shift +End, PERF Shift End Mod, and 2 END Mod IOs, and Physical Perfection with 1 Miracle + REC and 1 PERF Shift +END.

    If I'm in the pool already for Physical Perfection, I take Focused Accuracy and 6 slot it with Gaussian's for the nice across the board def buff, and the Build Up proc adds a nice little damage kick too.

    Conserve Power helps while leveling, but after you get to Incarnate's a Cardiac Alpha will remove any lingering END issues you might be having and you can respec out of it.

    I put a Winters Gift Rech resistance into Super Jump, to supplement Quickness. Quickness's 1 freeslot gets a run enhancement.

    Supplement with Accolades. Pick up Atlas Medallion as soon as you can; you should have it by your early 30's at the latest. Do all 6 basic TF's as you level to pick up Task Force Commander. Get Portal Jockey, and Freedom Phalanx Reserve to top off. The extra END and HP is a nice pad on any character, but you'll extra appreciate the extra HP on SR when the random number generator goes against you, and it will help your scaling resistances on the SR Auto's to do you some good.

    Speaking of which, it might seem counterintuitive, but with SR don't get overly worried if you drop to yellow; your scaling resistances will help you stretch the bottom end of your HP's. When you incarnate out, Rebirth gives you the click heal you've always wanted on your SR toon and makes a huge difference. On that note many people with SR go into the Medicine Pool for Aid Self, but I've never found it necessary. I keep a green inspir or two handy for just in case situations and keep on scrappin.

    Anyway, my tricked out 50 /SR scrapper has ~56% DEF to all positionals, no elude. He runs all 3 SR toggles, CJ, Tough, Weave, Manuevers, Focused Accuracy, and Assault at all times. Practiced Brawler is on Auto. Haste has about a 20 second gap, and just about any sort of external RECH buff from teammates will push it to practically perma. My buildup is available every ~30s. Thanks to Cardiac, endurance is never an issue.


    As an aside, a few days ago I crafted into Agility Alpha and swapped Cardiac out. The DEF buff from Agility pushed my positionals to 60% which was nice, but the END Mod buff was nowhere near as effective as Cardiac's END Reduction, forcing me to turn off Assault and I couldn't sustain my END thru the big Seige / Nightstar fight in the BAF, so I switched back to Cardiac.
  23. I'm pretty happy w Stalkers in general, though I admittedly have a bunch of brutes, scrappers, and tankers and only a few stalkers of unimpressive levels.

    I can say precisely why I don't play Stalkers that much even though I really _want_ the AT to work.

    A) Falling out of Hide and having to wait is very aggravating. My Dark Armor and Energy Aura non-Stalkers have better stealth than that! Hide should, IMO, work the same way.

    B) A-Strike is frustrating due to the interrupt. It is very aggravating for me to set up, have a chance to strike, and have my strike interrupted. I get the effect the Devs were aiming for, adding some dramatic tension with the possibility of messing up such an attack. But in practice its just a nerf.


    As far as AoE, I can live with being a ST focused character, so long as the ST damage Im doing is so high that it's usage is noticeable on a team. In a perfect world where everything was perfectly calculable, Stalkers would do more damage than an equivalent Scrapper to the same degree that they were less survivable. Thus if 10% less tough, then +10% damage.

    A more useful Hide, non-interruptible AS, and commensurate damage vs mitigation ratios would fix the AT for me. I would also prefer that more powersets be proliferated to stalkers to open up more conceptual / game play opportunities.
  24. Mace/Shield on a Brute is pretty fun; you might want to try that instead.
  25. I know you aren't interested in Mace, but Mace / Shield works very well. I have a Mace / Shield Brute in the 30's and he hits really hard and is a lot of fun.

    Given the choice between Broadsword / Shield and Axe / Shield, I would go Broadsword / Shield.

    Broadsword Parry is surprisingly good; it recharges fast and you can easily double stack it. Softcapped melee / lethal is pretty much a given with little effort.