Messin Around with Mids
What, no comments? Usually if someone posts a build they get 50 comments within days.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
SR is positional defense, so focus on positional, not typed. Get rid of these kinetic combats and such, their accuracy is too low btw to use without mixing other IOs in an attack.
You don't need the increased perception IO unless you wanna pvp and claws is bad at that.
Here's an old build I have that's softcapped so you can see what to aim for.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
X-24: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), GftotA-Run+(23)
Level 8: Follow Up -- Acc-I(A), HO:Membr(25), HO:Membr(25), C'ngImp-Dmg/Rchg(27), Dmg-I(40), Dmg-I(42)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(27)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(29)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dam%(33), ExStrk-Dam%(33)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(29), P'Shift-End%(33)
Level 24: Quickness -- Run-I(A)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Dam%(34), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Rchg(45)
Level 28: Dodge -- GftotA-Def(A), GftotA-Run+(36)
Level 30: Lucky -- GftotA-Def(A), GftotA-Run+(36)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), ExStrk-Dam%(45)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(40), RedFtn-Def(40)
Level 38: Elude -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(43), RedFtn-Def/Rchg(46)
Level 41: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(46)
Level 44: Boxing -- Mako-Dam%(A)
Level 47: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 49: Weave -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]6,75% Defense(Smashing)[*]6,75% Defense(Lethal)[*]6,13% Defense(Fire)[*]6,13% Defense(Cold)[*]5,5% Defense(Energy)[*]5,5% Defense(Negative)[*]8% Defense(Psionic)[*]10,5% Defense(Melee)[*]8% Defense(Ranged)[*]9,25% Defense(AoE)[*]2,25% Max End[*]36% Enhancement(Accuracy)[*]38,8% Enhancement(RechargeTime)[*]5% FlySpeed[*]120,5 HP (9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 5,5%[*]MezResist(Immobilize) 12,1%[*]13,5% (0,23 End/sec) Recovery[*]46% (2,57 HP/sec) Regeneration[*]5,36% Resistance(Fire)[*]5,36% Resistance(Cold)[*]6,25% Resistance(Negative)[*]35% RunSpeed[/list]
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Main reason I'm planning on using kenetic combat is because I can get the +positional def with 4 enhancements without sacrificing too much damage. Got rather low on slots since I'm doing a travel powerless build. As such, needed to slot for run speed too. I still get 102% final to-hit I believe. Wasn't caring much about the typed defenses. Just ended up getting those on the way to positional defense.
I end up with the following.
48.1 defense melee
35.9 defense ranged (was finding fewer ranged set bonuses)
42.8 defense aoe
It looks solid on paper, but not sure how expensive it'll be. More psi defense would be handy too since some psi attacks aren't positional typed.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
An SR io'd up needs to be softcapped to all 3 def positions or you're doing something horribly wrong. If you're happy with your build as is, then rock on, but being soft capped to all 3 positions makes you far more survivable than the number you have right now. At 35% ranged you're gonna get clocked a lot, and range is one of the easiest positions to soft cap. I know you're going travel powerless, but 2 of the universal travel io's are nice for extra range defense, and you can dump the kinetic combats which aren't gonna help an SR as much as sets like touch of death and makos.
I'd dump elude, maneuvers and laser beam eyes and get into the fighting pool - tough will give you some added resists when you need it and can hold the 3% def to all IO, and weave gives you better def than maneuvers. Elude is nice, but not that useful once you're softcapped, which is what you should be shooting for.
With all the def bonuses from IO's, softcapping an SR is silly-easy, so there is really no reason not to do it. And I just noticed you have combat jumping, with fast recharging claws, you don't need all those attacks, I'd drop swipe and get me some super jump since traveling is a pretty big part of this game.
It will be quite expensive and will leave a lot to be desired. Sorry to sound harsh, but the 23% accuracy in kinetic combat just won't do it, especially since you have only 3% acc global rech bonus, especially since you need follow-up to actually hit to get the to-hit bonus.
It's cheaper to make a softcap build the traditional way. Sacrificing a travel power to fit aid self or even to soft-cap to all 3 positions is okay but I fail to see what your tradeoff is here.
Cyber_Naut said
[ QUOTE ]
An SR io'd up needs to be softcapped to all 3 def positions or you're doing something horribly wrong. If you're happy with your build as is, then rock on, but being soft capped to all 3 positions makes you far more survivable than the number you have right now. At 35% ranged you're gonna get clocked a lot, and range is one of the easiest positions to soft cap. I know you're going travel powerless, but 2 of the universal travel io's are nice for extra range defense, and you can dump the kinetic combats which aren't gonna help an SR as much as sets like touch of death and makos.
I'd dump elude, maneuvers and laser beam eyes and get into the fighting pool - tough will give you some added resists when you need it and can hold the 3% def to all IO, and weave gives you better def than maneuvers. Elude is nice, but not that useful once you're softcapped, which is what you should be shooting for.
With all the def bonuses from IO's, softcapping an SR is silly-easy, so there is really no reason not to do it. And I just noticed you have combat jumping, with fast recharging claws, you don't need all those attacks, I'd drop swipe and get me some super jump since traveling is a pretty big part of this game.
[/ QUOTE ]
Except I could only put 4 slots in most attacks due to taking all of them. This limits effectiveness of slotting sets. keep that in mind. Sure I could respec to ditch several attacks and six slot the rest, but I like all the attacks Any ideas that wouldn't sacrifice damage for 4 slotted attacks?
Laser Beam eyes is purely for concept actually, so keeping it. Though elude is mostly a mule in this build for a set.
Did you realize that if my current build (with slots placed as listed) can travel at 70+ mph when I hit elude? I already can hit near superspeed levels of travel, and got the jump pack for vertical mobility when needed
As for tradeoff for no travel power, it's a trade off of RP concept vs not. Actually, slotting up run speed was a huge concession to mobility. This is a recreation of an old table top character. As such, the character didn't fly, jump real high, or any of that stuff. Wasn't even super humanly fast. I just slotted up run speed cause I got tired of taking forever to get anyplace.
By my math I'll end with 92.205 final accuracy, or 92% to round it off. Not too big a difference from hitting the 95% to-hit cap. And when followup is buffing me, I'll hit the 95% mark easily. Since I stopped running dif 5 (not worth the time when going for xp, not worth the hassle of AV's when 50) I shouldn't need too much beyond 92%. Right?
I know many here ascribe to the "if your not slotting 30% acc in every attack you miss too often" mindset. I find that it's silly. By slotting 30% you easily cap acc. Did you know by slotting a single ACC single origin you hit 99.75 acc, bounded by the hard cap to 95%? How about this, with no to-hit buffs and an acc modifier of 1.21 (less then this build) you have a 90.64% chance to hit even level mobs. Against a +1 (my prefered type) it's 78% which will still hit more often then not. And if there's a defense debuff, that too will boost your ability to hit more often.
That said, why is it in your opinion an "All or nothing" situation for getting more defense? And also, why in your opinion is taking a travel power so important, if the build already is designed to travel quickly all the time? I'm trying to understand your view point to base decisions on.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
If you don't want a travel power don't take it, I see no problem with that - however you are taking and slotting up WAY to many attacks. If you have enough attacks to fill up constant attack chain getting more attacks doesn't help and it can actually hurt - as you have to spread your slots out. With reasonable recharge (especially on an SR scrapper with quickness) you should be able to get a good attack chain out of follow up + focus + slash + (strike or swipe) - exactly which of the last two you take is personal choice as both do about the same DPS.
However, one good reason for taking movement powers is that its a LOT easier, slot wise, to cap ranged def with blessing of the zephyr set - 2 of those will get you 3.13% ranged def and the only one of the set that is really expensive is the -KB IO (and that is REALLY expensive but if you can get your hands on one worth slotting as well since it will give you AoE def which is hard to get otherwise).
Seriously - you don't actually need to slot up a lot of attacks to get the soft cap on melee/ranged def. You will get just as much out of 1 6 slotted attack that has a touch of death set than you will out of 2 attacks with 4 Kinetic combats - 3.75% melee def (TD) vs 3.76 (2 x KC) and you will actually use 1 less slot overall.
My claws scrapper is /WP but I do have a DM/SR scrapper and I had her soft capped to melee and ranged by level 39. At 41 I am still working on AoE def and will am not sure if I will get all the way to the AoE soft cap, that depends on what sets I can put together. Here is her current build (FYI - Empty slots are future planning, she isn't level 48 I have just picked out powers/slots up to that point):
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Midnight Mystique: Level 48 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(3), C'ngImp-Dmg/Rchg:30(3), C'ngImp-Acc/Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/EndRdx:30(5), DampS-Rchg/EndRdx:30(19)
Level 1: Focused Fighting -- DefBuff-I:30(A), LkGmblr-Def/EndRdx/Rchg:36(7), LkGmblr-Def:36(7), LkGmblr-Def/EndRdx:33(36)
Level 2: Focused Senses -- DefBuff-I:30(A), DefBuff-I:30(9), DefBuff-I:30(9), Empty(37)
Level 4: Agile -- DefBuff-I:30(A)
Level 6: Boxing -- T'Death-Acc/Dmg:30(A), T'Death-Dmg/EndRdx:30(11), T'Death-Dmg/Rchg:30(11), T'Death-Acc/Dmg/EndRdx:30(13), T'Death-Dmg/EndRdx/Rchg:30(13), T'Death-Dam%:30(23)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(15), C'ngImp-Acc/Dmg/Rchg:30(15), C'ngImp-Acc/Dmg/EndRdx:30(17), C'ngImp-Dmg/EndRdx/Rchg:30(17), DampS-Rchg/EndRdx:30(23)
Level 10: Practiced Brawler -- RechRdx-I:30(A), RechRdx-I:30(31)
Level 12: Swift -- Run-I:30(A)
Level 14: Health -- Heal-I:30(A), Numna-Regen/Rcvry+:30(25), Empty(37), Empty(40), Empty(40)
Level 16: Dodge -- DefBuff-I:30(A)
Level 18: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(19)
Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21), P'Shift-End%:30(25)
Level 22: Quickness -- Run-I:30(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Soul Drain -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(27), Oblit-Dmg/Rchg:30(27), Oblit-Acc/Dmg/Rchg:30(29), Oblit-Acc/Dmg/EndRdx/Rchg:30(29), Oblit-%Dam:30(34)
Level 28: Lucky -- Ksmt-ToHit+:30(A), DefBuff-I:30(31)
Level 30: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(31)
Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx:35(A), C'ngImp-Dmg/Rchg:35(33), C'ngImp-Acc/Dmg/Rchg:35(33), C'ngImp-Acc/Dmg/EndRdx:35(33), C'ngImp-Dmg/EndRdx/Rchg:35(34), F'dSmite-Acc/EndRdx/Rchg:35(34)
Level 35: Evasion -- DefBuff-I:30(A), DefBuff-I:30(36), DefBuff-I:30(36), Empty(37)
Level 38: Weave -- DefBuff-I:30(A), DefBuff-I:30(39), DefBuff-I:30(39), EndRdx-I:30(39)
Level 41: Shadow Maul -- Empty(A)
Level 44: Shadow Punch -- Empty(A)
Level 47: Dark Consumption -- Empty(A)
Level 49: Conserve Power -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]9.25% Defense(Ranged)[*]3% Defense(AoE)[*]20% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]80.3 HP (6%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 9.35%[*]MezResist(Stun) 2.2%[*]10% (0.56 HP/sec) Regeneration[/list]
She is currently L41 working on 42 and slotting up Shadow maul for some AE. I have spent a bit on getting +regen and +recovery - mostly because I hate having to wait on my blue bar. With the lower end costs of claws you probably won't be as tight on end although the +regen is nice.
The primary reason I went for super jump was so I could cap my ranged def without having to 6 slot my def toggles with red fortunes - not that that is a waste as you also get a nice +5% recharge but this let me slot LoTG sets for the +10% regen, which on a claws will probably be even nicer than on my DM since I have siphon life for healing.
You could easily translate this into a L50 claws/sr build - just substitute attacks as appropriate and add in the extra attacks you want earlier on and shift tough/weave to later in the build - I only took them that early to get to soft cap.
You probably won't need as much recharge as I slotted up since claws is fairly fast and I have a tight attack chain (MG > Smite > Boxing > Siphon Life > Smite > boxing) so I needed the 40% global recharge plus a lot of recharge in MG/SL, which is why they are all 6 slotted. Odds are you could cut back to 5 slots for most things and put in Crushing impact sets if you want +recharge and +to hit or go for Mako's bit if you want damage buff, although I don't like the enhancement values you get from Mako's, it is better to mix and match 4 mako's plus 1-2 other enhancements if you want damage bonus.
A quick summary of the main points I wanted to make in my wandering comments above:
1) 1 6 piece ToD set = 2 4 piece KC sets and costs 1 power and 1 slot less (1 base slots + 5 extra slots VS 2 base slots + 6 extra slots)
2) 1 2 piece Blessing of Zephyr > 1 6 piece Red fortune (at least as far as DEF goes) and saves you 4 slots (sorta - in the long run it really only saves you 1 slot as you will probably want at least 4 slots in your def toggles anyways).
3) To many attacks is a waste of slots and power selections.
Globals: @Midnight Mystique/@Magik13
How do you deal with being exemped to low levels then? If you only take enough attacks for a late game attack chain of 3 or 4 attacks, several which are somewhat late in the primary then doing flashback missions or exemping to help friends can be very painful.
I don't use it often in my attack chain anymore, but when exemped I'm glad to have swipe, strike and slash. Spin I may end up dropping again, but it's handy for large battles. it's also a good place for the second multi-strike set. Evicirate I'm not sure about keeping, but again it's a good place for multi-strike to get more +def. I'm actually considering dropping Follow Up again though. I keep forgetting it's there, so rarely use it.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
My build isn't built around extreme recharge and I specifically avoided the Fighting pool. I probably have 1 more single target attack than I really need but I do have a solid attack chain when exemplared. This is a bit of a change from my actual built, I don't have Elude or CP and I do have Fly, but this is closer to what you have. Note that I'm getting close to the same amount of defense from Tactics as you get from Maneuvers. My build sacrifices other set bonuses for defense boosts, in order to pick more powers (i.e. not taking Fitness Pool). What works for me isn't for everyone but this might give you a few ideas. Wasn't even a very pricey build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dreako - No fighting pool: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(9), S'dpty-EndRdx(11)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Achilles-ResDeb%(17)
Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(19), S'dpty-EndRdx(21)
Level 6: Spin -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Acc/Dmg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Agile -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Quickness -- Flight-I(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Acc/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 28: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(50)
Level 30: Lucky -- GftotA-Def(A), GftotA-Def/Rchg(31)
Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
And just because work is slow a version with LBE. Still has 4 single target attacks with Claws that make up a complete attack chain by level 18.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dreako - No fighting pool: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11), RedFtn-EndRdx/Rchg(40)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), Achilles-ResDeb%(17)
Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(19), S'dpty-EndRdx(21)
Level 6: Spin -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Acc/Dmg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/Rchg(29)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Agile -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Quickness -- Flight-I(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(39)
Level 28: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(39)
Level 30: Lucky -- GftotA-Def(A), GftotA-Def/Rchg(31)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Laser Beam Eyes -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
Level 49: Combat Jumping -- DefBuff-I(A), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
Remember, you are the one who posted 'hi guys take a look at my build please' and even insisted, Cyber and I are being honest.
Ok, here's a breakdown.
1) [ QUOTE ]
An SR io'd up needs to be softcapped to all 3 def positions or you're doing something horribly wrong.
[/ QUOTE ]
This, a thousand times this. If not why bother with SR, which is almost a one-trick pony (defense)?
2) Your attacks are severely underslotted for accuracy, no matter what your math says. At least get rid of that useless +perception IO (you already have perception) and slot some more acc in follow up - at least this way the other attacks have a decent chance to hit after FU hits.
3) You have too many attacks, you will likely have to choose between Strike and Swipe in any attack chain.
The thing is, most people use IOs with an objective. In SR builds, it's usually defense and recharge (or maybe hp and regen instead of rech), maybe all of them if you can. Your build only use (expensive) IOs for capped melee def, that's why it's not a good build imho. There's no clear focus for the money you invested.
Of course this is just a game so if you're happy that's ok. I'm just voicing my opinion because you asked for build comments.
Yeah, I am looking for advice before I actually start buying the IO's. I'd set out messing with it to see if I could soft cap with my current slot setup. This is as close as I could get. May look into putting Zyphers into my movement powers though, see what that does.
Ok, did some tweaking. This is what I came up with.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Madam Enigma: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(50)
Level 2: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(46)
Level 6: Slash -- T'Death-Dmg/EndRdx(A), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(45), T'Death-Acc/Dmg(46)
Level 8: Agile -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(17), Ksmt-ToHit+(50)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 12: Swift -- Run-I(A), Run-I(39), Run-I(40)
Level 14: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(21)
Level 18: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Rec'dRet-Pcptn(42), Rec'dRet-ToHit(50)
Level 20: Quickness -- Run-I(A), Run-I(37), Run-I(39)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Focus -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(25), Ruin-Dmg/Rchg(27), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43), Dev'n-Hold%(43)
Level 26: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/Rchg(31), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/EndRdx(45)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(33)
Level 32: Shockwave -- Acc-I(A)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(45), S'dpty-EndRdx/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Focused Accuracy -- EndRdx-I(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(48)
Level 49: Maneuvers -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(39), Run-I(40)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]15.9% Defense(Smashing)[*]15.9% Defense(Lethal)[*]3.44% Defense(Fire)[*]3.44% Defense(Cold)[*]7.81% Defense(Energy)[*]7.81% Defense(Negative)[*]12.2% Defense(Melee)[*]11.9% Defense(Ranged)[*]6.88% Defense(AoE)[*]15% Enhancement(RechargeTime)[*]7% Enhancement(Accuracy)[*]95.4 HP (7.12%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 17.6%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 1.65%[*]MezResist(Terrorized) 1.65%[*]20% Perception[*]2% (0.03 End/sec) Recovery[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]1% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Kinetic Combat[u]
(Swipe)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Red Fortune[u]
(Focused Fighting)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Kinetic Combat[u]
(Strike)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Red Fortune[u]
(Focused Senses)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Touch of Death[u]
(Slash)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Kinetic Combat[u]
(Follow Up)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Rectified Reticle[u]
(Follow Up)<ul type="square">[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[*] 20% Perception[/list][u]Ruin[u]
(Focus)<ul type="square">[*] MezResist(Terrorized) 1.65%[*] 15.1 HP (1.12%) HitPoints[*] 1% XPDebtProtection[*] 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)[/list][u]Multi Strike[u]
(Eviscerate)<ul type="square">[*] 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)[*] 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)[/list][u]Red Fortune[u]
(Evasion)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Blessing of the Zephyr[u]
(Elude)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Thunderstrike[u]
(Laser Beam Eyes)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[/list]
This one has 48.8 melee defense, 48.5 ranged defense, and 43.6 aoe defense. AOE isn't soft capped, but it shouldn't matter too much. I'll likely move the 4th slot in elude (the one still with the serendipity enhancement) out and put it in maneuvers (another Def Buff). Focused Accuracy will be mostly for things I need a bit more to-hit for (or if I need to-hit debuff resistance). And Assault would be purely for PvP (if I do it with this build). That would put my aoe defense up to 44% while allowing me to keep my movement rate. In fact I'd be boosting my eluded movement rate.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
[ QUOTE ]
How do you deal with being exemped to low levels then? If you only take enough attacks for a late game attack chain of 3 or 4 attacks, several which are somewhat late in the primary then doing flashback missions or exemping to help friends can be very painful.
I don't use it often in my attack chain anymore, but when exemped I'm glad to have swipe, strike and slash. Spin I may end up dropping again, but it's handy for large battles. it's also a good place for the second multi-strike set. Evicirate I'm not sure about keeping, but again it's a good place for multi-strike to get more +def. I'm actually considering dropping Follow Up again though. I keep forgetting it's there, so rarely use it.
[/ QUOTE ]
I hardly ever exemplar down so I don't have to worry about it, being mostly a soloer. Since exemplaring down is going to screw up your set bonuses and other things like that I think if I seriously expected to spend any time exemped down I would create an alternate build specifically for that - one that has a good attack chain at lower levels and doesn't waste a lot of space trying to softcap but instead just gets the best defenses possible. Actually, looking at the enhancement bonuses in the build you posted I can't imagine exemping down with it - the scaled down bonuses are going to kill your accuracy if you go below L30 or so (the 22% accuracy in strike and swipe are going to be 10%-15% depening on how far down you go).
As for follow up - dropping it is going to butcher your DPS. Most of the good single target DPS attack chains folks have come up with for claws rely on stacking follow up 2-3 times as a way to balance not having the burst damage other sets get with build up. I think my claws/wp scrappers single target chain is FU > focus > slash > strike <short pause>, with the occaisonal spin thrown in at the beginning or end to fill up the pause if I have more than one target around. I generally have follow up double stacked for at least part of the attack cycle (recharge is curently at about 6.2 seconds so I get 3 seconds of double stack by the second time around).
One thing to keep in mind in all of this - asking for advice on the scrapper forums is going to result in advice on how to build high DPS, maxed out builds that are intended for really high performance, as in soloing AV performance. You don't NEED that in most of the PvE game, especially if you never play with your difficulty set higher than level 1-2, which is what I would guess is your normal play level based on your comments about only needing enough accuracy to hit +1 opponents. THe build I posted regularily soloes at level 3 and would run at level 4 but I wanted to get shadow maul slotted up so I can actually kill fast enough to make it worth it. She could probably solo at level 5 but I have been lazy lately.
So how you build will really depend on what you want. If you want a generalist build that is probably not going to spend much time playing at high difficulty settings AND functions well while exemped the one you posted will likely work (except for the enhancement scaling issue - you really need more than 20% accuracy). If you want a higher def/higher DPS build I would suggest taking advantage of the dual build feature so you can optimize one build for high level use the other for exemping down if you expect to do that a lot.
Globals: @Midnight Mystique/@Magik13
Actually, my normal level is 4, but for EB's I may lower it to 1 or 2 depending on which one. I prefer +1's with the odd +2 instead of +2's or higher constantly. More inf/xp/whatever while playing when I want that. If just running missions to have fun I run at whichever difficulty I want.
My 'main' build is one that only uses common IO's and SO's atm. About stacking followup or killing my dps without it. That assumes I constantly reapply it every time the power's up. I keep forgetting about it.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Heh. I don't think we even live on the same planet as far as how we make builds. But it's a big universe, and as long as you're having fun, that's all that really matters. I suppose we min-maxers DO tend to go WAY beyond what is necessary to handle 99% of the content, and then assume that everyone wants to be similarly pointlessly overpowered when they ask for build advice.
Still, to at least explain the min-max powergamer point of view, or at least my take on it...
- You can put out more damage overall with a few well-slotted attacks than many poorly-slotted attacks.
- Your hypothetical 91% accuracy vs. even, 78% vs. +1 drops to 47% against +4, and that's assuming no defense or debuffs. We wouldn't be satisfied with all those misses cutting into our damage output when hunting uplevel.
- 30% defense gets hit twice as often as 40% defense gets hit twice as often as 45% defense. Since it is easy to hit 45% defense on a Super Reflexes, we tend to view it as all or nothing. At even slightly less than 45% defense, you're being hit WAY more often than you would with just a little more effort put into your defense.
- We tend to run repetitive attack chains, over and over, the same forever, so there's little chance of us forgetting a buff attack like Follow Up.
- It seems like many min-max powergamers don't often exemplar, and therefore aren't concerned with having a full set of lower level attacks. Many are also veterans with veteran attacks to fill in the gaps when they do exemplar.
"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
[ QUOTE ]
Heh. I don't think we even live on the same planet as far as how we make builds. But it's a big universe, and as long as you're having fun, that's all that really matters. I suppose we min-maxers DO tend to go WAY beyond what is necessary to handle 99% of the content, and then assume that everyone wants to be similarly pointlessly overpowered when they ask for build advice.
Still, to at least explain the min-max powergamer point of view, or at least my take on it...
- You can put out more damage overall with a few well-slotted attacks than many poorly-slotted attacks.
- Your hypothetical 91% accuracy vs. even, 78% vs. +1 drops to 47% against +4, and that's assuming no defense or debuffs. We wouldn't be satisfied with all those misses cutting into our damage output when hunting uplevel.
- 30% defense gets hit twice as often as 40% defense gets hit twice as often as 45% defense. Since it is easy to hit 45% defense on a Super Reflexes, we tend to view it as all or nothing. At even slightly less than 45% defense, you're being hit WAY more often than you would with just a little more effort put into your defense.
- We tend to run repetitive attack chains, over and over, the same forever, so there's little chance of us forgetting a buff attack like Follow Up.
- It seems like many min-max powergamers don't often exemplar, and therefore aren't concerned with having a full set of lower level attacks. Many are also veterans with veteran attacks to fill in the gaps when they do exemplar.
[/ QUOTE ]
Yeah, I can't ascribe to that mentality. My tankers and defenders LOVE when they start getting multiple attack options for their chain. I crave the variety of having a bunch of attacks. Sure my dark/rad defender CAN get by with just two or three attacks chained to infinity, but that's boring. Even if one attack I've got does 'crap' damage, aka low damage, I'll still throw it out there now and then if it looks cool. To me more options is better. I may not get as great of dps, but I have tons of fun, and still do high dps.
I'd also be hard pressed to tell the difference between being hit 5% of the time and 6% of the time (modified by enemy ACC modifier of course). As for fighting +5's, why bother? That's more trouble then it's worth. Your damage gets reduced big time, debuffs don't work very well against them, even triple slotting ACC will miss fairly often... And any build that has to face +5's to be challenged sounds mind numbingly boring to play.
I exempler frequently. My friends all have lowbie characters since I play far more often. Since I love teaming with them, I frequently exempler down. I also do a lot of flashback missions too. Since Madam Enigma is nearly out of contact missions, flashbacks are one of my main things I could do until AE. As such, when I respec I gotta pay careful attention to when I take powers. Otherwise I gimp myself badly for teaming with friends
I can understand the mindset of power gamers, I just don't see why it's nessecary for most to assume it's a mandatory playstyle. Actually, the IOed out build I'm working on is kind of a 'for fun' thing. I don't expect I'll use the build much. I just want to see if I can do it without altering slots too much. Might dust it off for GM/AV fights though. Elude crashes are the pits.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
[ QUOTE ]
[ QUOTE ]
Heh. I don't think we even live on the same planet as far as how we make builds. But it's a big universe, and as long as you're having fun, that's all that really matters. I suppose we min-maxers DO tend to go WAY beyond what is necessary to handle 99% of the content, and then assume that everyone wants to be similarly pointlessly overpowered when they ask for build advice.
Still, to at least explain the min-max powergamer point of view, or at least my take on it...
- You can put out more damage overall with a few well-slotted attacks than many poorly-slotted attacks.
- Your hypothetical 91% accuracy vs. even, 78% vs. +1 drops to 47% against +4, and that's assuming no defense or debuffs. We wouldn't be satisfied with all those misses cutting into our damage output when hunting uplevel.
- 30% defense gets hit twice as often as 40% defense gets hit twice as often as 45% defense. Since it is easy to hit 45% defense on a Super Reflexes, we tend to view it as all or nothing. At even slightly less than 45% defense, you're being hit WAY more often than you would with just a little more effort put into your defense.
- We tend to run repetitive attack chains, over and over, the same forever, so there's little chance of us forgetting a buff attack like Follow Up.
- It seems like many min-max powergamers don't often exemplar, and therefore aren't concerned with having a full set of lower level attacks. Many are also veterans with veteran attacks to fill in the gaps when they do exemplar.
[/ QUOTE ]
Yeah, I can't ascribe to that mentality. My tankers and defenders LOVE when they start getting multiple attack options for their chain. I crave the variety of having a bunch of attacks. Sure my dark/rad defender CAN get by with just two or three attacks chained to infinity, but that's boring. Even if one attack I've got does 'crap' damage, aka low damage, I'll still throw it out there now and then if it looks cool. To me more options is better. I may not get as great of dps, but I have tons of fun, and still do high dps.
I'd also be hard pressed to tell the difference between being hit 5% of the time and 6% of the time (modified by enemy ACC modifier of course). As for fighting +5's, why bother? That's more trouble then it's worth. Your damage gets reduced big time, debuffs don't work very well against them, even triple slotting ACC will miss fairly often... And any build that has to face +5's to be challenged sounds mind numbingly boring to play.
I exempler frequently. My friends all have lowbie characters since I play far more often. Since I love teaming with them, I frequently exempler down. I also do a lot of flashback missions too. Since Madam Enigma is nearly out of contact missions, flashbacks are one of my main things I could do until AE. As such, when I respec I gotta pay careful attention to when I take powers. Otherwise I gimp myself badly for teaming with friends
I can understand the mindset of power gamers, I just don't see why it's nessecary for most to assume it's a mandatory playstyle. Actually, the IOed out build I'm working on is kind of a 'for fun' thing. I don't expect I'll use the build much. I just want to see if I can do it without altering slots too much. Might dust it off for GM/AV fights though. Elude crashes are the pits.
[/ QUOTE ]
If you wanted to, you could leave your toon completely unslotted. But you came in here and asked for opinions on your build, so we gave you some - I even said ultimately you can do whatever you want, but if you are aiming for good performance, your build needs work.
First of all, theres just no reason whatsoever for running on such low accuracy. Like werner said, once you start hunting +3 or +4's, or run into anything with to hit debuffs or defense, you're going to become a miss-a-thon, and there's just no reason for that.
You can take every attack power available if you want, but you shouldn't if you want better performance. You don't need all of claws attacks, they recharge fast so some attack will sit there unused, simply draining more of your slots. Your exemplar concerns seem unfounded. I always slot my toons so they are useable thru all lvls. Not taking both 1st tier attacks isnt going to gimp a claws build at all, unless you're exemplaring to level 5 all the time or something, lol.
I'm not sure why you are infatuated with kinetic combat on an SR, but it's going to drag down your performance and cost you a LOT of dough. Again, you'd get better numbers from ToD, Makos or even CI's.
And in regards to travel powers, you don't have to take one, but life is a lot easier with one. You say you'll move at 70mph, but that with elude on - do you plan on constantly running elude? The constant crashing sure doesn't sound like fun to me. And when you're not running elude, if you're teaming you're going to lag behind everyone else, getting to missions and even moving around inside of them. Movement is a huge part of this game and over the life of your toon having a travel power will save you insane amounts of time. You already are taking combat jumping, so again, if it were me, I'd be looking to drop a power for SJ for the reasons mentioned. Plus you can put 2 or 3 zephyrs in there for an added 3% defense to ranged/aoe.
Now these are just my opinions, which is what I thought you were asking for. Otherwise, what was your point in posting this?
If the builds you posted are how you want to go, that's cool, have fun with it. But you will be getting very little bang for your buck, and you'll be spending lots and lots of bucks, lol.
Using just the powers you had I made some slotting changes. Quick changes as I left Quickness and Sprint and Swift 3 slotted (I'd say just 2 slot each with level 50s). I have ALL the Claws attacks on my SR right now, mostly because I "notice" when I don't have the "best" attack for a given situation. Sure Focus - follow Up - Slash is Awesome if you can afford to run it, and it's not bad with Strike or Swipe as a filler, but all the AoE's are worth while too. As i dropped Weave and Tough from my buidl I added Strike and Evis mostly as set holders but I do use the attacks. There is nothing wrong with taking them all if you are not trying to "completely optimize" your build. But, after you settle on a build I would try to "maximize it" as much as possible. As others have said you can get better stats out of a few more slots and different IO set choices.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Madam Enigma: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 2: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-Def/EndRdx/Rchg(15), S'dpty-Def(33), S'dpty-EndRdx(34)
Level 6: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(45), Achilles-ResDeb%(46)
Level 8: Agile -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(43), DefBuff-I(46)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 12: Swift -- Run-I(A), Run-I(39), Run-I(40)
Level 14: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(46)
Level 18: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Dam%(31), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 20: Quickness -- Run-I(A), Run-I(37), Run-I(39)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Focus -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(25), Ruin-Dmg/Rchg(27), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 26: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/Rchg(31), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/EndRdx(45)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(31)
Level 32: Shockwave -- Acc-I(A)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40)
Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Focused Accuracy -- EndRdx-I(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(39), Run-I(40)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
Normally I just go by ear, but with my hero main I've been intending to get IO's. I initially planned on the full devastation set for Focus, and already finished slotting out a full 6 multi-strikes in Spin. Then I got to thinking, just what could I pull off with my build? Didn't want to change my slotting too much mind you, but here's what I've got in mind (hopefully) with my next respec. Any ideas? Keep in mind the slot levels aren't final, nor is power pick levels accurate. I was just going though getting the powers I have/might swap for and putting in enhancement slots to get to eventual slotting. When I do the actual respec I'll be a lot more careful bout it all.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Madam Enigma: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Focused Fighting -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(11), EndRdx-I(50)
Level 2: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Focused Senses -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(15), EndRdx-I(46)
Level 6: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(45)
Level 8: Agile -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(17), Ksmt-ToHit+(50)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 12: Swift -- Run-I(A), Run-I(39), Run-I(40)
Level 14: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(21)
Level 18: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Rec'dRet-Pcptn(42), Rec'dRet-ToHit(50)
Level 20: Quickness -- Run-I(A), Run-I(37), Run-I(39)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Focus -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(25), Ruin-Dmg/Rchg(27), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43), Dev'n-Hold%(43)
Level 26: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/Rchg(31), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/EndRdx(45)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 30: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/Dmg/EndRdx(43)
Level 32: Shockwave -- Acc-I(A), Dmg-I(33), Dmg-I(34), Dmg-I(34)
Level 35: Evasion -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), EndRdx-I(36)
Level 38: Elude -- S'dpty-Def(A), S'dpty-Def/EndRdx/Rchg(42), S'dpty-Def/Rchg(45), S'dpty-EndRdx/Rchg(46), S'dpty-Def/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Combat Jumping -- HO:Cyto(A)
Level 47: Laser Beam Eyes -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Maneuvers -- HO:Cyto(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(39), Run-I(40)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]18.8% Defense(Smashing)[*]18.8% Defense(Lethal)[*]3.44% Defense(Fire)[*]3.44% Defense(Cold)[*]12.2% Defense(Melee)[*]6.88% Defense(AoE)[*]3% Enhancement(Accuracy)[*]105.4 HP (7.87%) HitPoints[*]MezResist(Immobilize) 11%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 3.3%[*]MezResist(Terrorized) 1.65%[*]20% Perception[*]4% (0.22 HP/sec) Regeneration[*]1.89% Resistance(Fire)[*]1.89% Resistance(Cold)[*]1% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Kinetic Combat[u]
(Swipe)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Strike)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Slash)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Follow Up)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Rectified Reticle[u]
(Follow Up)<ul type="square">[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[*] 20% Perception[/list][u]Ruin[u]
(Focus)<ul type="square">[*] MezResist(Terrorized) 1.65%[*] 15.1 HP (1.12%) HitPoints[*] 1% XPDebtProtection[*] 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)[/list][u]Multi Strike[u]
(Eviscerate)<ul type="square">[*] 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)[*] 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)[/list][u]Multi Strike[u]
(Spin)<ul type="square">[*] 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)[*] 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)[/list][u]Serendipity[u]
(Elude)<ul type="square">[*] 4% (0.22 HP/sec) Regeneration[*] 10 HP (0.75%) HitPoints[*] 3% Enhancement(Accuracy)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list]
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History