Claws/Reflexes scrapper, and I keep getting owned


Fulmens

 

Posted

I'm a returning city of heroes player from about... issue 3-4? And I recently came back, and got a claws/reflexes scrapper to 29. However.... I keep getting totally eaten by even slow attacking weak yellow LTS, and it seems like my Reflexes aren't that super even with my melee passive and toggle 5 slotted with defense buffs.

In addition, the little passive bit of damage resist seems to do nothing at all as I lose health, other than to mock me with the fact that instead of 150 damage I'm taking 140 damage.

What am I doing wrong or what can I do to fix this? I remember SR being a hard to hit juggernaut in the past! Now I'm a "Hard to Live" Juggernaut


 

Posted

What level? If you're below level 22...pretty much par for the course. Sorry. It gets much better.

If you're above level 22, have to see more about the build. 5-slotting the toggles is a bit much, really, and 5-slotting the passives does virtually nothing for you with SOs.

Enhancement Diversification, if you aren't familiar with the term, says that more than 3 of anything doesn't do much for you.


Edit--saw that your post says 29 now, not sure if it did before. You should have ranged and melee toggles, probably no more than 4-slotted with 3 defense and the passives AT MOST 3-slotted for defense, beyond that, focus on offense. You're good with claws/sr properly slotted and once you get some IO bonuses you'll become great.


 

Posted

Ahhh, so they kept the "Enhancement Nerf" from days of yore?

I need to respec later then to fix my slotting lol.

But yeah, even with the medicine pool. One yellow LT has a good chance of face planting me if he gets a lucky 3 hit streak.

It's a bit frustrating. But I'm sure it's because I'm not adapting to the new system.

Oh, another question, do IOs count in the diversification thing? Like if you have a damage/accuracy in a fourth slot in a power with 3 damages, will it be hit by the penalty? Or does it not count?


 

Posted

[ QUOTE ]
What level? If you're below level 22...pretty much par for the course. Sorry. It gets much better.

If you're above level 22, have to see more about the build. 5-slotting the toggles is a bit much, really, and 5-slotting the passives does virtually nothing for you with SOs.

Enhancement Diversification, if you aren't familiar with the term, says that more than 3 of anything doesn't do much for you.


Edit--saw that your post says 29 now, not sure if it did before. You should have ranged and melee toggles, probably no more than 4-slotted with 3 defense and the passives AT MOST 3-slotted for defense, beyond that, focus on offense. You're good with claws/sr properly slotted and once you get some IO bonuses you'll become great.

[/ QUOTE ]

I have to concur. 30ish defense to melee/ranged is great. What are you fighting? If it's nemesis then yea, until you get the AOE toggle they WILL kick your rear frequently.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Although you don't have to get there particularly soon, the magic number for Super Reflexes is 45%. The closer you get to that level of defense, the more awesome you become.

The basic plan on your way there is to pick up all your toggles and passives, so it sounds like so far so good in that regard. Five slotting is overkill because of Enhancement Diversification. I'd put one endurance reducer and three defense in the toggles, and three defense in the passives. I would highly recommend picking up Tough and Weave, and slotting them 1 endurance + 3 resists in Tough, 1 endurance + 3 defense in Weave. Depending on your budget or your patience, you might look into a Steadfast Protection +3% defense IO. If you buy nothing else on the market, I would still buy that. I would also want either Combat Jumping or Hover. I'd probably just single slot those with defense, not wanting to wast extra slots on a low-defense power, at least until I was swimming in slots.

Now, that combination won't get you to 45%. But it should get you high enough that you stop feeling weak. Well, you may still have problems with AoEs until you can pick up Evasion and slot it, but they shouldn't be bad problems. And that's coming soon.

Might be worth a respec, though if you want to go that far (as opposed to just picking up whatever you're missing as you level), you might want to post your build and your goals for some more specific feedback.

Ah, you posted again while I was writing. Yes, they kept Enhancement Diversification. I hated it at the time, but I think it's been good for the game overall. And yes, IOs get hit by Enhancement Diversification just like everything else.


"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
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Posted

Thank ya kindly for all the info, and yeah my build is sorta really trashy now that I look at it, I was still building like "oldschool" days so I have a extra damage here, two redundant slots there, that sorta thing


 

Posted

[ QUOTE ]

Oh, another question, do IOs count in the diversification thing? Like if you have a damage/accuracy in a fourth slot in a power with 3 damages, will it be hit by the penalty? Or does it not count?

[/ QUOTE ]

IOs count, but it's a bit more complicated. Basically as your total accuracy and damage in a power approach 100%, it starts to not be worth adding more. As defense approaches 60%, same thing.

You may have left before I5, where they reduced the effectiveness of defense quite a bit. This hit SR pretty hard.

Good news is that SR got it all back with inventions. You're at about 30% defense with SR. This means a typical minion gets, instead of a 50% chance to hit you, a 20% chance to hit you.

Add in something like Combat Jumping and Weave, and your defense goes to a bit over 38%, now enemies have a 12% chance to hit you. Get 7% additional defense through Invention set bonuses (unaffected by ED), and you can be at a 5% chance for things to hit you--same as Elude--full time.


 

Posted

[ QUOTE ]
Thank ya kindly for all the info, and yeah my build is sorta really trashy now that I look at it, I was still building like "oldschool" days so I have a extra damage here, two redundant slots there, that sorta thing

[/ QUOTE ]
I'll also post this in case it helps – this is the build and the leveling plan that I've used so far on my own Claws/Super Reflexes, currently 36 and at 45% defense to all positions. At 29, I believing I was hunting groups of +2 and +3 bosses in Croatoa for my XP.

Now, I DON'T actually recommend following this exactly. This build is more of a proof of concept – that it is possible to hit 45% defense by level 36 using only a single IO, and that the build would be playable. But “playable” doesn't mean the best and/or most fun build. I have no travel power, which can be rough if you haven't picked up the temp travel powers. More importantly, I'm missing a whole lot of good Claws attacks. My build is borderline criminal in that regard. I'll definitely be focusing on attacks now as I level up.

So what I'd probably recommend, if you're going for a respec anyway, is to do something like this build, but to insert other attacks that you want, and a travel power if you want it. 45% is usually delayed until the 40s or never hit at all, and the builds can still be very solid.

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

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

Level 36 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Swipe -- Acc(A), Acc(3), EndRdx(3), Dmg(5), Dmg(5), Dmg(7)
Level 1: Focused Fighting -- DefBuff(A), DefBuff(7), DefBuff(9), EndRdx(9)
Level 2: Strike -- Acc(A), Acc(11), EndRdx(11), EndRdx(13), Dmg(13), Dmg(15)
Level 4: Focused Senses -- DefBuff(A), DefBuff(15), DefBuff(17), EndRdx(17)
Level 6: Slash -- Acc(A), Acc(19), EndRdx(19), RechRdx(21), Dmg(21), Dmg(23)
Level 8: Hurdle -- Jump(A)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(23)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Health -- Heal(A)
Level 16: Dodge -- DefBuff(A), DefBuff(25), DefBuff(25)
Level 18: Boxing -- Empty(A)
Level 20: Stamina -- EndMod(A), EndMod(27), EndMod(27)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx(29)
Level 24: Weave -- DefBuff(A), DefBuff(31), DefBuff(31), EndRdx(31)
Level 26: Agile -- DefBuff(A), DefBuff(29), DefBuff(33)
Level 28: Maneuvers -- DefBuff(A), DefBuff(33), DefBuff(34), EndRdx(34)
Level 30: Lucky -- DefBuff(A), DefBuff(33), DefBuff(34)
Level 32: Quickness -- Run(A)
Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(36)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


"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

One last sorta curious/irritrating question. If I want to focus a bit on survivability/letting myself settle in in the 40s. Would throwing two extra slots in tough help with the few rare hits that get through? Since smashing/lethal tends to make up for the fact it's commonly mitigiated by being heavy and spikey.

And again, much thanks for the advice.


 

Posted

For survivable, honestly I find 30% is more then enough defense most times. You don't really *need* to hit 45% defense for most situations. Sure it's nice, but IMO it'd get right boring really quick. Hell, I don't play Madam Enigma much anymore since at 50 I find she rarely gets hit, thus without the danger of defeat she's not as much fun. And I don't have soft capped defense without elude.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Tough is good to have and slot up a bit, especially against really hard hitters, like Warriors at level 29, and Cimerorans late game. When they hit, they hurt a lot, tough takes some of the edge off and stacks nicely with the scaling resistance in the passives.


 

Posted

[ QUOTE ]
One last sorta curious/irritrating question. If I want to focus a bit on survivability/letting myself settle in in the 40s. Would throwing two extra slots in tough help with the few rare hits that get through? Since smashing/lethal tends to make up for the fact it's commonly mitigiated by being heavy and spikey.

And again, much thanks for the advice.

[/ QUOTE ] As long as your endurance bar can afford to run tough all the time, then yes it is worth slotting.


 

Posted

Kay status update, I've taken to using a single luck insp and always keeping one active. And I'm doing MUCH better, at least this will do till I can go on a respec trial (Damn low champion population.)


 

Posted

[ QUOTE ]
Kay status update, I've taken to using a single luck insp and always keeping one active. And I'm doing MUCH better, at least this will do till I can go on a respec trial (Damn low champion population.)

[/ QUOTE ]

What villain group are you fighting mainly? Sounds like you may be around Nemesis level, but I'm not sure. Nemesis will cream /SR until you get your aoe defenses built up.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

I'm fighting circle of thorns/upper end crey and mostly warriors in a few friend's story arcs. Trying to avoid anything that does alot of AOE mess (Despite the fact I listed circle of thorns lol) since I only have my AOE passive at this level.


 

Posted

Ah, warriors do a few aoe attacks so that could be tearing you apart there. Circle don't get many aoe, but there's a few. And crey, well their not too bad, as long as you charge into melee quickly.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

A single luck does make a huge difference- I'd pick "tough" fights and use it on them only. Probably obvious, but use Focus a lot - it's a good attack, fast, fun [for me anyway- I always love clotheslining someone from twenty feet out ] and you get considerable mitigation out of knocking down the ugliest guy there is.

One other thing- the difference between I3-4 and I6+ in what people can take on is HUGE. It used to be that high level teams had contempt for anything that wasn't purple. This is no longer true. The flipside: they increased XP by 30% across the board when they put in the defense nerfs and ED. They also did another rebalancing of XP in the 40+ and (I think) 15-20 games.

The net result is that the infinite grind is gone and level 50 will take you under 200 hours, even playing in a "typical" fashion. (I remember, in issue 4, getting like one bubble per hour on a good fast team in the 40's. Its two to five times faster than that now.)

Welcome back!


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

[ QUOTE ]
If I want to focus a bit on survivability/letting myself settle in in the 40s. Would throwing two extra slots in tough help with the few rare hits that get through? Since smashing/lethal tends to make up for the fact it's commonly mitigiated by being heavy and spikey.

[/ QUOTE ]
If you mean extra over the build I posted, absolutely. I'll definitely be adding another couple slots to it as I level. Resistance will help you a lot.

Another thing worth mentioning is Maneuvers. I took it to hit the soft cap (45%) without set IOs, but it's not really the best approach. Most builds will have Weave OR Maneuvers, and then use defense bonuses from set IOs to get the rest of the way. Weave takes you further, so I'd stick with that. You can use set IOs to get the rest of the way, or just not worry about it. As Madam Enigma points out, going all the way to 45% isn't truly necessary for most content. It's nice, though. Someone with 45% defense is only getting hit 1/4 as often as someone with 30% defense, which is a HUGE difference, as you might imagine.

With the Leadership pool dropped, I'd probably recommend Medicine and Aid Self, like you already have. Some of the uber builds skip it, but they typically have HUGE regeneration from set bonuses. Still, you may find you don't need it. I've been perfectly happy with purple and green inspirations as I leveled.

Yet another thing worth mentioning is frankenslotting. That refers to using set IOs, but mixing and matching in the attacks. It is typically done using the cheapest possible multi-aspect IOs (IOs that enhance more than one aspect of the power, like an accuracy/endurance/recharge, for instance). Such IOs add significantly more enhancement overall than you can get from SOs, and aren't particularly expensive. It just takes a little time to buy them and assemble them in a way that makes sense. I would generally start frankenslotting my attacks by the upper 20s or lower 30s, so it's been delayed longer than usual in my build, again to prove a point. You have no point to prove, so I'd recommend frankenslotting if you're up for it.


"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