Best Def to Softcap?


Angry_Alien

 

Posted

Hey all, I've been rolling a Claws/Invul scrap right now that has smashing and lethal softcapped and then the other types (ranged, melee, & aoe) are around 22%. With decent Res from the Invul, i've been pretty tankworthy, but certainly not a tank. Sooooooooo

I've been playing with the idea of rolling a DM/SD scrap that would be super easy to softcap range, melee, & aoe and in turn leaving my s/l def in the 25% area too. But, i'm curious if i'lll notice an improvement in general (or be worse off).

Any thoughts? Will it be worth my time to make the new dude? I cruise through most mobs of various types (close to being a tank), but I suffer against AVs typically with my claws/invul and i'd like to be able to go toe to toe w/ most of them. If you're curious, i'll post my DM/SD build at the bottom.

Thanks ahead of time for any critiques or help!

Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Darkness Mastery

Hero Profile:
------------
Level 1: Smite S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), P'ngS'Fest-Acc/Dmg:30(5), P'ngS'Fest-Dmg/EndRdx:30(7)
Level 1: Deflection LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def/Rchg:50(9)
Level 2: Battle Agility LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/Rchg:50(11), LkGmblr-Def/EndRdx/Rchg:50(13)
Level 4: True Grit Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(13), Mrcl-Heal/Rchg:40(15), Mrcl-Heal/EndRdx/Rchg:40(15), Mrcl-Heal:40(17), Mrcl-Rcvry+:40(17)
Level 6: Swift Run-I:50(A)
Level 8: Siphon Life Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(23)
Level 10: Active Defense RechRdx-I:50(A)
Level 12: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45), Zephyr-ResKB:50(45)
Level 14: Health Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(23), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal:50(27), Numna-Regen/Rcvry+:50(27)
Level 16: Super Jump Winter-ResSlow:50(A)
Level 18: Dark Consumption Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 20: Stamina Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33), Efficacy-Acc/Rchg:50(33), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 22: Phalanx Fighting LkGmblr-Rchg+:50(A)
Level 24: Boxing Empty(A)
Level 26: Soul Drain Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(34), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(36), Sciroc-Dam%:50(37)
Level 28: Against All Odds Empty(A)
Level 30: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam:40(37), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-EndRdx/Rchg:40(39)
Level 32: Midnight Grasp S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(39), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(42)
Level 35: Shield Charge Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 38: One with the Shield S'fstPrt-ResDam/Def+:30(A)
Level 41: Weave LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/Rchg:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 44: Torrent SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(46), SipInsght-Acc/Rchg:50(48), SipInsght-ToHitDeb/EndRdx/Rchg:50(48), SipInsght-Acc/EndRdx/Rchg:50(48), SipInsght-%ToHit:50(50)
Level 47: Hasten RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 49: Super Speed Run-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit



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Posted

If you're softcapped to all positions your S/L defense is completely irrelevant, since it will never be used. There are a few attacks that positional defense don't protect against, but they're all psionic and they're not common enough to matter.


 

Posted

So this build should kick the crap outta the other is what you're sayin? If you are, i'm going to get to work on this guy right away


 

Posted

DM/SD is good, but if your all ready up there at 50 why not try loading out your claws/inv more. Some people do some crazy things with claws. I enjoy my DM/SD but the aoe is frankly dissapointing, on teams I feel like a third wheel.

Not sure what the max DPS attainable with claws is, I am sure BillZ or Werner could help you out.

Inv has been doing some crazy things lately in the AE mishes. Maybe post your build?


 

Posted

If you ask me, both being IOed out, a DM/Shield is much better than a Claws/Invul in every possible way except AoE damage, aggro holding, extreme S/L dealing foes that don't debuff def, and coolness factor.


 

Posted

Against anything using S/L damage the invuln scrapper beats SD by a ton. Against exotic damage the table turns. Invuln is tough as heck, but has weak spots. SD is fairly tough across the board.


 

Posted

I wish that was true. Not so much with only 50% DDR.


 

Posted

[ QUOTE ]
Not sure what the max DPS attainable with claws is, I am sure BillZ or Werner could help you out.

[/ QUOTE ]
I haven't poked at it in a while, but I think Claws is one of the best single-target DPS sets these days. Probably something in the low to mid 200s on a DPS build, maybe approaching 200 on a survivability build. OK, that's no maxed-out DM/SD DPS, but it should still be very good, and more consistent in smaller groups. And in larger groups, the AoE of Claws will shine.

I suspect that DM/SD is overall better in I14, though it depends on what all you're after. But I wouldn't switch if I had much invested in the Claws/Invuln. What level are you?


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

My Claws/Invul build is 50. I've got him IO'd up, and he's at s/l softcap with 2 baddies, so like i said, he is pretty awesome in general. With most of the teams i play on, my guy is the prefered tank, but like I said, i want a build thats a bit more balanced to the point i can be the tank w/ AVs. I know that's tough, but its usually my goal.

I will post my claws build once i get home so you can compare.

Love all the feedback though, thanks guys!


 

Posted

Slightly off topic, but I've never had a SD toon before and i've seen the Shield Charge AOE to start off a mob, but i hardly ever see it after the alph strike. Is the teleport option a requirement to setting it off or can you remain stationary in the middle of an aggro'd mob and let it off?

Just trying to imagine a large mob attack chain w/ the DM/SD guy


 

Posted

If you've only seen people teleport into mobs with it you've been playing with poor players. Using it while surround is much better since then you get the damage buff from AAO. You have to teleport, but you can teleport to where you're standing. It has a long recharge, 90 seconds, which is why you don't see it more than once a spawn.


 

Posted

[ QUOTE ]
If you've only seen people teleport into mobs with it you've been playing with poor players. Using it while surround is much better since then you get the damage buff from AAO. You have to teleport, but you can teleport to where you're standing. It has a long recharge, 90 seconds, which is why you don't see it more than once a spawn.

[/ QUOTE ]

This is exactly it. There's almost no reason to teleport into the mobs with Shield Charge unless you're using the knockdown to temporarily stop a dangerous foe (like a Sapper) to finish him off with another attack. In almost every other situation (except for Tankers/Scrankers holding aggro on two separated groups), it is far more effective to hit it once you're in the group and point blank in order to get the highest damage buff from AAO.

Most people can usually frankenslot to get Shield Charge down to 45 seconds or a bit less, but that's still too long for twice on the same group in almost all circumstances.


 

Posted

Gotcha, but i think you both forgot one very important part of the shield charge.... IT LOOKS AWESOME!

I won't fault the fools that may not get all they can out of an attack if they enjoy the aesthetics of it. Its one of the reasons i'm thinking of doing an SD toon.

But i am glad to hear you can pop it off whenever it's ready, w/o needing a place to transport to.


 

Posted

The best way to use Shield Charge is to walk into the group so that AAO is saturated, giving you the full +dam buff, and THEN use Shield Charge. This means you basically teleport to right where you already are.

You can't exactly remain stationary; you always teleport, but you can just aim the power at your feet so that you don't actually go anywhere.


 

Posted

Good tip! On my warshade i have the teleport bound to Mousechord so i can pop in real fast and dish it out. Probably do the same here.


 

Posted

I use shift+lbutton because it's easy for me to grab shift with my pinky.


 

Posted

[ QUOTE ]
If you've only seen people teleport into mobs with it you've been playing with poor players. Using it while surround is much better since then you get the damage buff from AAO. You have to teleport, but you can teleport to where you're standing. It has a long recharge, 90 seconds, which is why you don't see it more than once a spawn.

[/ QUOTE ]

The knockdown effect is very useful for avoiding the alpha, and frankly, if you hit build up first, you're killing the target cap anyway.
So I wouldn't call them poor players, it's just a different strategy.
(I use it this way, sometimes I need to follow-up with whirling sword, most times I don't,)
But yeah, it's an awesome power and should be used as often as it's available.

but returning to the OPs question, There isn't enough +Rech on the DM/Shield (it's also just short of the def cap, Phalanx fighting in mid's, blah-blah)

From a survivability standpoint, I'm guessing the Claws/Inv will have the SD beat by against groups such as Cimerorans (And who at the upper levels doesn't spend a lot of time on ITFs)
Or anything that is mainly Smash/Lethal (and many AVs are too)
Both sets suffer from the "Psi" hole though


 

Posted

[ QUOTE ]
[ QUOTE ]
If you've only seen people teleport into mobs with it you've been playing with poor players. Using it while surround is much better since then you get the damage buff from AAO. You have to teleport, but you can teleport to where you're standing. It has a long recharge, 90 seconds, which is why you don't see it more than once a spawn.

[/ QUOTE ]

The knockdown effect is very useful for avoiding the alpha, and frankly, if you hit build up first, you're killing the target cap anyway.
So I wouldn't call them poor players, it's just a different strategy.
(I use it this way, sometimes I need to follow-up with whirling sword, most times I don't,)
But yeah, it's an awesome power and should be used as often as it's available.

but returning to the OPs question, There isn't enough +Rech on the DM/Shield (it's also just short of the def cap, Phalanx fighting in mid's, blah-blah)

From a survivability standpoint, I'm guessing the Claws/Inv will have the SD beat by against groups such as Cimerorans (And who at the upper levels doesn't spend a lot of time on ITFs)
Or anything that is mainly Smash/Lethal (and many AVs are too)
Both sets suffer from the "Psi" hole though

[/ QUOTE ]

Um, how are you killing the target cap with buildup + shield charge? My 45 BS/Shield scrapper is an awesome killing machine sure, but I can't kill a group with only Shield Charge... it ALMOST kills minions with BU + saturated AAO but not quite. I need Whirling Sword to finish the job. All my attacks are slotted to ED cap damage as well.

I am really loving the character, it's replaced my Spine/Regen as my favorite scrapper Solo without Weave he's running 43% def to ranged/AOE and about 46% melee (figuring one parry in there).

Not to derail things, but in looking over numbers I'm coming to the conclusion that Tactics is actually a better choice than Focused Accuracy since FA got the nerfbat. Am I all wet there?


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

[ QUOTE ]
Not to derail things, but in looking over numbers I'm coming to the conclusion that Tactics is actually a better choice than Focused Accuracy since FA got the nerfbat. Am I all wet there?

[/ QUOTE ]
My vote goes to Tactics for two main reasons - it buffs the whole team, and it's cheaper on endurance. But Focused Accuracy still has a couple major advantages - it won't burn a power pool, and it has that nifty debuff resistance.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

[ QUOTE ]
[ QUOTE ]
Not to derail things, but in looking over numbers I'm coming to the conclusion that Tactics is actually a better choice than Focused Accuracy since FA got the nerfbat. Am I all wet there?

[/ QUOTE ]
My vote goes to Tactics for two main reasons - it buffs the whole team, and it's cheaper on endurance. But Focused Accuracy still has a couple major advantages - it won't burn a power pool, and it has that nifty debuff resistance.

[/ QUOTE ]

It does come with extra accuracy enhancement as well to partially compensate for the lower tohit buff. If you want to make sure you hit, I'd go with FA for the debuff resistance (turn it on/off as needed if end is a concern), but Tactics certainly isn't bad.

I think they're both equal with their own pros/cons.