SR Softcap


damojs

 

Posted

How would you guys softcap melee defense on a claws/SR stalker without the fighting pool? I'm having a time picking up enough melee defense set bonuses.


 

Posted

I am as well, on my MA/SR. I did not want to use weave. Do you have the Blessing of the Zephyrs 3 piece set?

I am up to 44% Melee when I run CJ and Maneuvers in addition to my defensive toggles. I carry almost all lucks so I know I only really need to eat one to cap. Its a long grind to get enough set bonuses. I finally got Touch of Death 6 slotted in my tier 9 attack.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Can't give specifics, but combat jumping, Blessing of the Zephyrs, Red Fortune, Mako's, and Touch of Death are on the list of things I use to get there. I'm over 50% on ranged, at 43.99% on melee, and 42.74% on AoE in my early 40s on my DM/SR. I could get higher with some re-arranging of powers or IOs, but that's close enough that I rarely am in danger. Of course, the extra -tohit that I get from my attacks may be the difference.

ragManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

another nice one if you can spare some slots is..

gaussians sychronized fire-control.. for to-hit buffs.. I have it in Build Up 6-slotted for the 2.5% to melee/range/AoE...


 

Posted

Totally forgot that. It's a given in every defense based character of mine.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

Don't forget the steadfast res/def +3% to all defenses.

Personally however, I like weave. With just 4 slots of gift of the ancients, it is super cheap at .16 end and gives nearly 6% more defense. It lets me slot other stuff in other ways. However, if there was a power I just HAD TO HAVE, it wouldn't be too hard to go without weave.

And I would only consider weave optional while playing an SR.


 

Posted

[ QUOTE ]
Don't forget the steadfast res/def +3% to all defenses.

[/ QUOTE ]
My /nin has it, but I don't have a resistance based power on my /SR to add this one in.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

[ QUOTE ]
Can't give specifics, but combat jumping, Blessing of the Zephyrs, Red Fortune, Mako's, and Touch of Death are on the list of things I use to get there. I'm over 50% on ranged, at 43.99% on melee, and 42.74% on AoE in my early 40s on my DM/SR. I could get higher with some re-arranging of powers or IOs, but that's close enough that I rarely am in danger. Of course, the extra -tohit that I get from my attacks may be the difference.

ragManX

[/ QUOTE ] Why so much ranged? Why not lower that to 45-46% and substitute in some more melee or AoE?


 

Posted

[ QUOTE ]
How would you guys softcap melee defense on a claws/SR stalker without the fighting pool? I'm having a time picking up enough melee defense set bonuses.

[/ QUOTE ]

Here's an example build. It's not what I used (I took fighting for tough, but not weave). However, it should give you an example. It's a bit shy on AoE defense, but should give you roughly (depending on the levels of the IOs you buy): 47% melee, 45.2% ranged, 44.3% AoE.

You can play around a bit to get more AoE or more ranged depending on what you need. I personally don't care much for the Touch of Death sets, but they're what gives you melee defense. The low accuracy of the Touch of Death set is offset by the 32% global accuracy bonus.

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

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

Claws-SR Soft Cap: Level 50 Magic Stalker
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(23)
Level 1: Hide -- DefBuff-I(A)
Level 2: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 6: Assassin's Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(46)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(43)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(50)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(25), P'Shift-End%(25), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40)
Level 26: Eviscerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 28: Dodge -- DefBuff-I(A)
Level 30: Agile -- DefBuff-I(A)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 38: Quickness -- Run-I(A)
Level 41: Zapp -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(42), ExtrmM-Acc/ActRdx/Rng(42), ExtrmM-Dmg/ActRdx/Rchg(43), ExtrmM-Dmg/EndRdx/Rchg(43), ExtrmM-Acc/Rng/Rchg(46)
Level 44: Electric Shackles -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Acc/EndRdx(45), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(46), NrncSD-Dam%(48)
Level 47: Mu Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]20% DamageBuff(Smashing)[*]20% DamageBuff(Lethal)[*]20% DamageBuff(Fire)[*]20% DamageBuff(Cold)[*]20% DamageBuff(Energy)[*]20% DamageBuff(Negative)[*]20% DamageBuff(Toxic)[*]20% DamageBuff(Psionic)[*]8.13% Defense(Smashing)[*]8.13% Defense(Lethal)[*]4.38% Defense(Fire)[*]4.38% Defense(Cold)[*]9.06% Defense(Energy)[*]9.06% Defense(Negative)[*]16.3% Defense(Melee)[*]14.4% Defense(Ranged)[*]8.75% Defense(AoE)[*]2.25% Max End[*]32.5% Enhancement(RechargeTime)[*]2% Enhancement(Held)[*]32% Enhancement(Accuracy)[*]9% FlySpeed[*]126.5 HP (10.5%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 8.25%[*]MezResist(Immobilize) 19.8%[*]8.5% (0.14 End/sec) Recovery[*]5.36% Resistance(Fire)[*]5.36% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]9% RunSpeed[/list]


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Posted

[ QUOTE ]
Why so much ranged? Why not lower that to 45-46% and substitute in some more melee or AoE?

[/ QUOTE ]
Purely speculation, since it's not my build, but I'm guessing that they figure the tohit debuffs from DM will take care of melee and the PBAoEs - which are generally the ones you'd need to actually worry about. AoEs in general do less damage and are less of a bother, and when in Hidden status you're well over the softcap without trying.

I'm not saying that's how I'd do it, but I can see some form of logic behind it.


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Posted

[ QUOTE ]
[ QUOTE ]
Can't give specifics, but combat jumping, Blessing of the Zephyrs, Red Fortune, Mako's, and Touch of Death are on the list of things I use to get there. I'm over 50% on ranged, at 43.99% on melee, and 42.74% on AoE in my early 40s on my DM/SR. I could get higher with some re-arranging of powers or IOs, but that's close enough that I rarely am in danger. Of course, the extra -tohit that I get from my attacks may be the difference.

ragManX

[/ QUOTE ] Why so much ranged? Why not lower that to 45-46% and substitute in some more melee or AoE?

[/ QUOTE ]
It's an accident of the build that I haven't burned a respec to fix. Got lots of sets slotted that give +rng def, and not so many that give +melee. When I was buying recipes in bulk, there just weren't as many Touch of Death recipes and IOs available as I would have liked to get my def up. On the other hand, Mako's and Red Fortune were rather available. So I ended up with more +rng than I really need, and haven't rebuilt since getting enough ToD and a full Obliteration set.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are