2 firsts for me and some advice please..


Cynic

 

Posted

Hi guys

My first ever go at Claws and Super Reflexes , 2 sets which are totally new to me , not bad for 2 years of alting!

Any advice as to what powers suck in each set and which one's are "considered" too good to miss?

Got from 1 to 5 tonight so not far into either yet. Got to say Claws are real good fun after MA and Broad Sword , not so sure about SR over my usual Regen option yet.

Any words os wisdom as always greatly appreciated.


 

Posted

Claws is the highest dps scrapper just dont expect to see the high burst damage that other scrappers have.

Potentially the best single target dps. If follow up never missed you'd of made more damage than other scrappers. Other scrappers have peaks of uber damage and then a spell of so so. You get a bit more than so so over time. Realistically the time spent going to the next mob takes the potential away and only fighting an AV with a claws in the team id have high hopes of seeing the potential.

Not taking any of the powers except swipe in the damage dept is a crime! Spin is tank friendly whilst Shockwave is an alpha them instead power or tank friendly if against a wall. I have both and both hit 10 and each one hitting a group is like 10 strikes all at once and thats like 6 * the damage of focus strike or 5 eviscerates done to the group in 1.5 - 2 secs and the 12 sec recharge is great. The recharge and size of damage put it close to spines aoe damage level in practicality. Theoretically it could do better but in reality nope, its too damn awkward to get everything right and always hit with with follow up and to always have everything in range!

Follow up has to hit, it can miss and if it does then there goes your extra damage and acc (awkward). Best situation is on a tight immobd mob thats -def'd. Then follow up is sure to count and you can go nuts with spin and shockwave perhaps actually getting the most out of them.

I love SR, but SR with aid self is just so much better and i prefer all powers from the SR pool. Lucky is one that some people would go without or quickness is another but i like to not need recharges in attacks, to run a bit faster from quickness and from all defence powers the def, res to -def, and specifically the passive resists for the extra yard. The resistances can prevent you from being one hit and the more left of my health bar the better.

Defence means you tend to find secondary effects nearer non existent and practised brawler is the best mezz protection a scrapper can get.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

While I agree with Shannon on pretty much every point, there's just one thing I'd like to point out.

Shockwave, while a very nice attack with quite impressive damage potential if used carefully, is one of those powers you'll either love or hate.

Personally I hate it, though this is more due to the secondary sets I've taken with both my Claws scrappers as they require the mobs to stay within close proximity for an important power to be effective (Invincibility and Death Shroud) than anything else. However, the idea of scattering all the mobs I'm grouping up to unleash Spin upon just seems to go against my play style. Not saying it's a bad power, not by any stretch of the imagination, just not for everyone.

Give it a try, at worst you'll respec it out at a later date (or, if you tested it on the training room, never actually put it into your build on Live anyway)but you may just find yourself loving it to bits and kicking mobs into corners every chance you get


 

Posted

Any slotting advice? 3 slot defence in available toggles or do i cap defence somewhere down the line? Hate wasting slots.
Ancilery pools would be Fitness and possibly Medicene pool then?

Really only play PvE so not bothered about PvP seetings.

Ta


 

Posted

I personally always slot my SR scrappers with 4 slots on toggles (1 endrdx and 3defbuff) and 3 defbuff in passives.-
I would also skip quickness and shockwave to get the fighting pool, boxing is just needed to get access to tough and weave which will help you survive. Weave gives you additional defence and tough will give you a decent 13-14% dmg mitigation which I always welcome, since the main point in SR is not to be hit, but when you are hit, you take full damaga and it hurts, hurts a lot. The Power pools I recomend are Leaping (Combat jumping if possible with 2 or 3 defbuffs and super jump as your travelling power), fighting (boxing, tough and weave) and fitness (swift, health and of course stamina). I'm currently working on a lvl 16 claws/SR, if you wish I can post the build I had in mind for it.-


 

Posted

Please do Nightmarer if you don't mind.Any help appreciated.

Never had the fighting pool before either. A whole new load of options opening up with this toon


 

Posted

This is the build I had in mind, I maybe use 1 respec for slot redistribution. If no endurance problems, then I may skip conserve power and choose Quickness instead. Boxing is slotted for disorienting, it will help the SR for not being hit although I'd rather have an AoE disorient or ToHitDebuff

Medicine Pool is helpful, especially Aid Self, however if soloing then I can choose your mob attack timing and rest in between mobs and if teaming with an empath then the use of aid self is reduced to particular situations when the empath is down, however, if required I may respec and use medicine pool instead of fighting pool, which would allow me to choose quickness and conserve power or hasten. Anyway, I will stick to this build and will only respec it if absolutely required.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Claws
Secondary Powers - Support : Super Reflexes

01 : Focused Fighting endred(01) defbuf(3) defbuf(7) defbuf(9)
01 : Strike acc(01) dam(3) dam(15) dam(19)
02 : Slash acc(02) defdbf(5) defdbf(17) defdbf(19) endred(37) recred(43)
04 : Focused Senses endred(04) defbuf(5) defbuf(7) defbuf(11)
06 : Swift runspd(06)
08 : Follow Up recred(08) acc(9) endred(11) dam(13) dam(15) dam(17)
10 : Combat Jumping defbuf(10) defbuf(37) defbuf(45)
12 : Practiced Brawler recred(12) recred(13)
14 : Super Jump jmp(14)
16 : Health hel(16) hel(46) hel(46)
18 : Boxing acc(18) disdur(46) disdur(50) disdur(50)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Focus recred(22) acc(23) endred(23) dam(31) dam(34) dam(34)
24 : Tough endred(24) damres(25) damres(25) damres(27)
26 : Spin recred(26) acc(27) endred(39) dam(40) dam(40) dam(40)
28 : Weave endred(28) defbuf(29) defbuf(29) defbuf(48)
30 : Eviscerate recred(30) acc(31) endred(31) dam(33) dam(34) dam(37)
32 : Lucky defbuf(32) defbuf(33) defbuf(33)
35 : Evasion endred(35) defbuf(36) defbuf(36) defbuf(36)
38 : Elude defbuf(38) defbuf(39) defbuf(39)
41 : Focused Accuracy endred(41) endred(42) endred(42) thtbuf(42) thtbuf(43) thtbuf(43)
44 : Agile defbuf(44) defbuf(45) defbuf(45)
47 : Dodge defbuf(47) defbuf(48) defbuf(48)
49 : Conserve Power recred(49) recred(50)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

Bear in mind that a very good build on paper may not be useful for all players if it doesn't fit their playing style, so my advise is to try different things and before doing a respec, try it always on the training server, it's very annoying to get a wrong build in a respec (trust me, I have been there).-


 

Posted

Hmm. A few comments:

Pre-Focussed Accuracy 2xAcc in your attacks is pretty much a must if you want to play on the harder difficulty levels. Post-FA then yeah, 1xAcc is fine.

Slash is an attack! The defence debuff is tiny (-7.5%) and not worth slotting for DefDebuff. Stick in 3xDamage instead.

Get Focus at level 18! It's the best power in the set, it shouldn't be taken any later.

Shockwave is an excellent damage mitigation tool - if the whole spawn is on their [censored] then they can't hurt you. I definately recommend picking up this power.

The SR slotting looks mostly alright, but Elude gets you over the 'soft' defence cap of 45% without any slots - it's best to slot it with 3xRecharge. Also Quickness is a great power to get - the recharge buff will let you slot your attacks 2xAcc, 3xDamage, 1xEnd and the run speed increase is very nice to have as well.

In my opinion, Aid Self from the Medicine pool is a better power to get than Tough - SR lacks a heal and it works against all damage types, not S/L. Weave isn't worth getting at all - it's got a huge end cost and only 3.75% defence.

Combat Jumping grants a tiny defence buff (1.875%) so definitely shouldn't be slotted.


I'd recommend something like this (before you get Focussed Accuracy, I'd slot attacks 2xAcc, 3xDamage, 1xEnd). Ignore the slotting levels:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Claws/SR
Level: 50
Archetype: Scrapper
Primary: Claws
Secondary: Super Reflexes
---------------------------------------------
01) --> Strike==> Acc(1) Dmg(3) Dmg(3) Dmg(5) EndRdx(5) EndRdx(7)
01) --> Focused Fighting==> DefBuf(1) DefBuf(7) DefBuf(9) EndRdx(9)
02) --> Slash==> Acc(2) Dmg(11) Dmg(11) Dmg(13) EndRdx(13) EndRdx(15)
04) --> Focused Senses==> DefBuf(4) DefBuf(15) DefBuf(17) EndRdx(17)
06) --> Swift==> Run(6)
08) --> Follow Up==> Acc(8) Dmg(19) Dmg(19) Dmg(21) EndRdx(21) Rechg(23)
10) --> Combat Jumping==> DefBuf(10)
12) --> Practiced Brawler==> Rechg(12) Rechg(23)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(48) Heal(50)
18) --> Focus==> Acc(18) Dmg(25) Dmg(25) Dmg(27) EndRdx(27) EndRdx(29)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(31)
22) --> Quickness==> Run(22)
24) --> Spin==> Acc(24) Dmg(31) Dmg(31) Dmg(33) EndRdx(33) EndRdx(33)
26) --> Eviscerate==> Acc(26) Dmg(34) Dmg(34) Dmg(34) EndRdx(36) EndRdx(36)
28) --> Stimulant==> EndRdx(28)
30) --> Aid Self==> Heal(30) Heal(36) Heal(37) IntRdx(37) IntRdx(37) Rechg(39)
32) --> Shockwave==> Acc(32) Dmg(39) Dmg(39) Dmg(40) EndRdx(40) EndRdx(40)
35) --> Evasion==> DefBuf(35) DefBuf(42) DefBuf(42) EndRdx(42)
38) --> Elude==> Rechg(38) Rechg(43) Rechg(43)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(43) EndRdx(45) TH_Buf(45) TH_Buf(45) TH_Buf(46)
44) --> Conserve Power==> Rechg(44) Rechg(46) Rechg(46)
47) --> Agile==> DefBuf(47) DefBuf(48) DefBuf(48)
49) --> Dodge==> DefBuf(49) DefBuf(50) DefBuf(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


 

Posted

I see it's also a build worth trying. Personally I feel that recharge may be more needed than 2 endrdx in attacks, but I am also new to claws so I can be wrong. On the other hand, medicine pool is perfectly logical and helpful, the reason why I was going for additional defence is because my lvl 50 DM/SR scrapper has the SR pool slotted as shown on my proposed Claws/SR with the only addition of 1 DefBuff in Combat Jumping and another one in Hover. I am very happy with the build since is a hard to kill scrapper, however, when fighting Infernal, he makes my scrapper bite the dust if not in Elude with a single blow, this is why I thought of adding additional defence (slotting CJ and Weave) plus some dmg mitigation (Tough).
Anyway I already copied your build since I also like it. As mentioned before, it's a matter of trying things, an excellent build on paper may be useless if doesn't fit a particular playstyle and vice versa.-


 

Posted

Yeah Veskit is right, if i had an invuln then id be less inclined to get shockwave, i say less inclined cos kb to walls is fine, i am poo at lining myself up for pbaoes in the heat of the moment but spin is great amongst a herded group and invulns get +def and +tohit from that. As a regen id be less inclined to have spin cos multiple enemy cone attacks add up to possible instant "me" dismissal but the advice was for claws/SR.

I don't think claws needs 2 end slots most of all on an SR with conserve energy + stamina. Only with foc acc you may decide to salvage end somewhere to try to enjoy the virtual no end probs ya would get from 1 end per usual + stamina + conserve energy but Foc acc would be an on toggle for pvp zones and an off toggle for pve zones, you get +per from focused senses anyway. So id be more 2 acc 3 dam 1 end and foc acc in pvp. I like recharges in my aoes cos they do so much dam to a group and the more often ya can do it the more dam per end over time you get.

Single targets I am 2 acc 3 dam 1 end and aoes 1-2 acc 3 dam (1 end and/or 1 rechg) 2 acc 3 dam 1 end would be my spin on a SR or Shockwave on a Invuln, 1 acc 3 dam 1 end 1 rechg would be my shockwave on a SR or spin on an invuln (invulns get +tohit amongst grouped mobs anyway). You dont benefit from rechg if you don't use it often and if you hit many its always good damage per endurance.

I need to put SJ back in my build, i went speed pool looking to go nuts on dps and now i take longer to get to a mission (-dps) and forget to use the soddin haste as pb is perma'd.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Shouldn't have too many problems with endurance to be honest (during normal playing conditions, start taking on Malta and EVERYONE does)

With Ves I only start gasping for breath when, with all toggles + Focused Acc + hasten running, I go up against something like a GM where I'm firing off attacks non-stop. However, since you're also taking Conserve Power, I don't see you having any problems.

(I have been able to stand toe to toe with a GA'd Stone / Stone Tanker in the arena, and with sensible use of Conserve Power was able to maintain a constant stream of attacks and Dull Pain's for just short of 30 solid minutes. Would have won as well if it wasn't for Claws lacking the really big hitters like those from BS or MA)


 

Posted

After a recent respec on SR I found the only power I could bare to drop was Agile, I found that ST ranged attacks were the type I faced the least. If all the passives can be put in though you do get a bit of resistance from it.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

waiiiiiiiiiiit

so if you put defence enhancements in elude it doesn't do anything?

???????????? :S


 

Posted

[ QUOTE ]
waiiiiiiiiiiit

so if you put defence enhancements in elude it doesn't do anything?

???????????? :S

[/ QUOTE ]

Where did you get that idea?


 

Posted

I put 3 def in elude and turn off all my toggles before the drop, a bluey, turned on again for no downtime..ive got an overload of slots on my kat/sr.


 

Posted

[ QUOTE ]
waiiiiiiiiiiit

so if you put defence enhancements in elude it doesn't do anything?

???????????? :S

[/ QUOTE ]

It's not so much that it does nothing. It's just unnecessary.

Elude on its own provides a base 45% Defbuff which puts you at the 95% defence soft cap (you already have a base 50%). Slotting extra defbuff into Elude only has an effect if you get hit by a -def effect. The thing is, alot of SR scrappers don't turn off their toggles when Elude is on. The toggles (and elude for that matter) give resistance to -def effects which makes the extra defence slotting in Elude unnecessary. With Elude, passives and toggles stacking SR gets waaay over the soft cap.


 

Posted

The OP posted in Feb and his claws could be 50 by now so whats with the thread necromancy?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

A little thread necromancy goes a long way
Besides someone recently asked a question in this thread, it's only right it be answered. Better to ask something relevent in an old thread than add a new one to the ever growing heap.


 

Posted

[ QUOTE ]
[ QUOTE ]
waiiiiiiiiiiit

so if you put defence enhancements in elude it doesn't do anything?

???????????? :S

[/ QUOTE ]

It's not so much that it does nothing. It's just unnecessary.

Elude on its own provides a base 45% Defbuff which puts you at the 95% defence soft cap (you already have a base 50%). Slotting extra defbuff into Elude only has an effect if you get hit by a -def effect. The thing is, alot of SR scrappers don't turn off their toggles when Elude is on. The toggles (and elude for that matter) give resistance to -def effects which makes the extra defence slotting in Elude unnecessary. With Elude, passives and toggles stacking SR gets waaay over the soft cap.

[/ QUOTE ]

If you PVP against my blaster you will find it necessary

(and also not enough)


 

Posted

Don't think anyone had mentioned PvP, but Power Boosted Aim/Buildup is basically an "ignore this guy's defense" button. Like the Geas Accolade.

The difference between 45% and 60% defence is not going to help much when a frothing mad /nrg blapper is running towards you with over +200% ToHit...

It MAY help against REGULAR "Aim" users though.