Which is better?
Your attack chain is end hungrier than your toggles so whilst ya havent got a 6th slot on your attacks you would do better to add a end slot before end slotting toggles. Id also imagine run speeds in swift being better than quickness.
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.
Well I could replace one of the Acc enhances for an End Rdx enhance. Or would I still miss until I get Focused Accuracy?
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I have only one +ACC in Flitz's attacks but I do have Focus Chi and FA. However, even before I had FA, with three recreds in FC it recharges fast and is usually ready to go for those harder to hit LTs and bosses.
Trouble I have with /SR is incoming damage when you start punching above your weight (lots of reds and purples). If you are typically only coming up against the odd orange/red and mainly white/yellows, one +ACC is usually enough.
If you are thinking mainly of PVP, you might need the 2 +ACCs.
UNION @Flitz 50, Lead Hose 50, Red Rag 50
DEFIANT Rose Bloodthorn 34
VIGILANCE Captain Caledonia 20 - Yeah, I made toons on the French server coz we only had 4 back then (might have to transfer/recreate them on one of the US servers)
..and many more!
Flitz is the same as the character I am planning. Great minds think alike
And... PvP is something I would like so I think I'll stick to my original build of 2 Acc / 3 Dmg! Thank you for the advice though!
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Only going to criticize the invuln build there having an invuln scrapper and a MA scrapper at level 50...
1. You dont want to 3 slot all those passives. Really. Get some of those slots to get all your attacks 6 slotted.
2. On my lvl 50 /invuln I dont have resist energies or resist elements at all. He seems more survivable with aid self.
3. Replace flurry with hasten, you got enough slots freed from the passives to 3slot it with recharges.
4. Dull pain has to be slotted 3x rech 3x heal. If you dont I'll sneak into your house at night and spank you with something sharp >.
5. Unstoppable only needs 1 dmg resistance.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
All attacks 2 acc 3 dam but toggles still end slotted = 5 attack chains to a end bar.
All attacks 2 acc 3 dam 1 end and toggles not even end slotted = 8 attacks to an end bar.
I know which example Id rather have, unless you really want to pvp in which rechgs maybe are needed in one or 2 attacks to get the best burst build up attack chain possible.
I think ya need to read the numbers and not simply look at pretty pictures so learn to use the attack chain planner. Oh wait thats suckerpunchs planner which tells ya very little.
Here is an example from using a kat/sr as a model.
This is using 4 of the main katana attacks none of which are slotted for anything. Without recharge involved in the slotting except for haste these could create an attack chain as it is below. These are the most damaging attacks and Divine avalanche is used for extra defence in good time. This attack chain is cyclable. The build has base end recovery and stamina 3 slotted giving a total end recovery of 2.49 EPS.
Golden Dragonfly Act 2 End 11.856
Divine Avalanche Act 2.17 End 4.368
Lotus Drops Act 2 End 13.0
Soaring Dragon Act 2 End 9.36
Divine Avalanche Act 2 End 4.368
Total Action time 10.17 End 42.952
EPS of attack chain is equal to 42.952/10.17 = 4.22
(note it is actually slightly less than that due to tiny recharge of one attack).
Final EPS = EPS - Recovery EPS = 4.22 - 2.49
Final EPS = 1.73
Toggles unslotted for endurance are as follows
Focused Fighting = 0.239 EPS
Focused Senses = 0.239 EPS
Evasion = 0.239 EPS
Total EPS of all toggles= 0.717
Before i even carry on you can already see that the attack chains EPS of 4.22 is clearly higher than the toggles EPS. So which is worth slotting first?
Lets say you only have 4 end slots to put anywhere, this could be one per attack or 4 across 3 toggles. You could say as Dr Rock has said put more on the attack you use most and in this attack chains case its Divine Avalanche but Divine Avalanche ideally would have ample def and acc for survivabilities purposes. So lets say Divine Avalanche is slotted 2 acc 1 end and 3 def. So we'll stick to one end slot per attack.
We get this with attacks slotted for end and toggles unslotted:
Golden Dragonfly Act 2 End 8.68
Divine Avalanche Act 2.17 End 3.2
Lotus Drops Act 2 End 9.51
Soaring Dragon Act 2 End 6.85
Divine Avalanche Act 2 End 3.2
Total Action time 10.17 End 31.44
EPS of attack chain is equal to 31.44/10.17 = 3.09
Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
Final EPS = 3.09 - 2.49 + 0.717
Final EPS = 1.31 (is in fact 1.27 using herobuilder)
Final EPS = 1.73
and you can cover a fight duration of 78 seconds and can cycle the chain nearly 8 times over.
Now this next one is slotting toggles first and attacks second.
Golden Dragonfly Act 2 End 11.856
Divine Avalanche Act 2.17 End 4.368
Lotus Drops Act 2 End 13.0
Soaring Dragon Act 2 End 9.36
Divine Avalanche Act 2 End 4.368
Total Action time 10.17 End 42.952
EPS of attack chain is equal to 42.952/10.17 = 4.22
Toggles slotted for endurance are as follows
Focused Fighting = 0.17 EPS
Focused Senses = 0.17 EPS
Evasion = 0.14 EPS
Total EPS = 0.48
Final EPS = Attack chain EPS - Recovery EPS + toggle EPS
Final EPS = 4.22 - 2.49 + 0.48
Final EPS = 2.21 (is in fact 2.38 using herobuilder)
Final EPS = 2.21
You can cycle the attack chain 4 times over covering a fight duration of just 42 seconds.
So attacks unslotted for end and toggles slotted for end in this case your EPS whilst fighting is 2.38 (using herobuilder) and attacks slotted for end and toggles unslotted for end your EPS whilst fighting is 1.73. The difference between slotting the attacks first and the toggles first is 3 attack chain cycles in this scenario.
If you have a long recharge attack of 100 seconds of an end cost of 10 points and a short recharge attack of 4 seconds with an end cost of 10 points then obviously the one thats a 4 second recharge will get used more and should take priority in slotting.
The bit about each end redux offering an equal amount of extra chance to use a single attack is correct however you need to compare the attack chain EPS with the toggle EPS and if i can afford an end slot on an attack (for some reasons i may not want to) i will before adding any to a toggle. Each end redux added to a toggle isnt really adding anything in terms of how much more i get to use an attack.
And i wont bother doing one for MA cos it wont differ. I done all this ages ago btw so just a copy and paste job.
[ QUOTE ]
2. On my lvl 50 /invuln I dont have resist energies or resist elements at all. He seems more survivable with aid self.
[/ QUOTE ]
He is actually more survivable with aid self.
The difference in end cost of being an SR to being a Invuln is insignificant but by playing an invuln your more likely to be hit by end drain powers.
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.
On the SR build, I´d definitely add endrdx in all attacks, you can save 1 slot from Practiced Brawler and 2 from Quickness. If you are going to slot 2 acc per attack, I´d say you don´t need Focused Accuracy )bear in mind tha MA has an inherent 10% acc bonus) unless you want to PvP. If you can get yourself 3 Cytoskeleton Exposures from AH then 3 slotted FA with them will free you 3 slots.
Never tried Torrent and Laser Beam eyes, so I don´t know how helpful they are, I would personally skip them towards Fighting pool which I find extremely helpful on my SR scrappers. Also bear in mind that if you choose Tough, you can allocate the steadfast unique enhancement that grants +3% defense. Ipersonally find that just the defense provided by SR pool is insufficient, hence I like to complee it with Weave and Combat Jumping if possible. Bear in mind that with the right invention sets, a SR scrapper with Weave, Tough and CJ can have a defense above the soft cap.
On the Inv set, no need to 3 slot the passives, just the base slot will do. I´d also recomend Tough on this build to maximize your dmgres. I personally don´t think Hasten is that crucial on MA. Same thing for FA, 3 Cytoskeleton Exposures if possible.
In English please? I do not know anything about numbers or what the hell EPS (Endurance Per Second I am guessing?) means! I have never even looked at numbers before!
You're really gonna have to tone that down. I looked at it and thought "... what?".
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Basically End Rdx in attacks is better than End Redx in shields. If each attack has 2 acc, 3 dam, 1 end you'll be able to fight for a lot longer before running out of blue
"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!"
for the SR, ive lasted fine with no endrdx on the 2 toggles.
recently added 1 endrdz on each. not really noticeable
Ok. I re-did my build with the advice given.
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 50
Archetype: Scrapper
Primary: Martial Arts
Secondary: Super Reflexes
+---------------------------------------------
01 => Focused Fighting ==> DefBuff(1),DefBuff(3),DefBuff(3)
01 => Thunder Kick ==> Acc(1),Acc(11),EndCost(15),Dam(21),Dam(42),Dam(43)
02 => Storm Kick ==> Acc(2),Acc(9),EndCost(15),Dam(17),Dam(31),Dam(37)
04 => Focused Senses ==> DefBuff(4),DefBuff(5),DefBuff(5)
06 => Agile ==> DefBuff(6),DefBuff(7),DefBuff(7)
08 => Crane Kick ==> Acc(8),Acc(9),EndCost(13),Dam(17),Dam(29),Dam(36)
10 => Practiced Brawler ==> Rech(10),Rech(11),Rech(13)
12 => Combat Jumping ==> Jump(12)
14 => Super Jump ==> Jump(14),Jump(43),Jump(43)
16 => Swift ==> RunSpd(16),RunSpd(46),RunSpd(46)
18 => Crippling Axe Kick ==> Acc(18),Acc(19),EndCost(19),Dam(21),Dam(29),Dam(34)
20 => Health ==> Heal(20),Heal(46)
22 => Stamina ==> EndMod(22),EndMod(23),EndMod(23)
24 => Dodge ==> DefBuff(24),DefBuff(25),DefBuff(25)
26 => Dragons Tail ==> Acc(26),Acc(27),EndCost(27),Dam(37),Dam(37),Dam(40)
28 => Quickness ==> RunSpd(28)
30 => Lucky ==> DefBuff(30),DefBuff(31),DefBuff(31)
32 => Eagles Claw ==> Acc(32),Acc(33),EndCost(33),Dam(33),Dam(34),Dam(34)
35 => Evasion ==> DefBuff(35),DefBuff(36),DefBuff(36)
38 => Elude ==> DefBuff(38),DefBuff(39),DefBuff(39),Rech(39),Rech(40),Rech(40)
41 => Conserve Power ==> Rech(41),Rech(42),Rech(42)
44 => Focused Accuracy ==> ToHitBuff(44),ToHitBuff(45),ToHitBuff(45),EndCost(45)
47 => Laser Beam Eyes ==> Acc(47),Acc(48),Dam(48),Dam(48),Dam(50)
49 => Energy Torrent ==> Dam(49),Dam(50),Dam(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
Is that better?
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Mmmm, you are going to need more endrdx in Focused Accuracy, it´s one of the highest end drainers in game.
I still think 3 jumps on SJ and 3 run in Swift is way too much and not really required imo. I´d use them for endrdx in toggles. On the other hand, 2 acc per attack plus FA seems redundant, specially with the MA acc bonus, I´d change one of the acc in the attacks for a recharge reduction
Just for the record, Invuln isn't a totally resistance based set. In fact I'd say most of your survivability will be from your defence, rather than your resistance (which is only really good to smashing and lethal, although they are the 2 most common damage types).
Invuln requires a different approach to Scrapping. /SR's and /Regens (this is before they run away or have to start madly clicking buttons ) are usually quite happy to run up to the closest bad guy and start pummelling on them. Invuln requires a slightly more suicidal approach (at least to those scrappers who have yet to see the light!).
When you're an Invuln the absolutely, positively best thing you can do is get right inside the mob, surround yourself with as many bad guys as possible. Then you'll get all the +def you can manage, and you get a to-hit bonus too!
I love my Invuln Scrapper to bits, but there has been times when she makes me want to cry. I remember one such mission, against Siege, the praetorian AV in the big factory map. The bad guys all had NRG powers, which I was weak to having not bothered with as it was a passive, and, quite frankly, not worth the bother. SO all the minions, LT's and bosses have NRG Blast, which is another thing Invuln is [censored] at, ranged powers. Well, ranged anything really. So both together made it very difficult to survive, never mind anything else. Basically, try to get as many bad guys around you, if there's someone far away you can't get to get out of their line of sight and hope that you're up against bad guys who like melee and hate ranged attacks. once you've mastered the way Invuln works it's a good fun set to play, and has been proved via testing that it's actually only slightly worse than Dark Armour!
Defiant 50's
Many and varied!
@Miss Chief
I would have thought Invun would go nicely with Spines or to a lesser extent claws, which have lots of AoE and rely (for most effectiveness) on lots of enemies around you.
[ QUOTE ]
I would have thought Invun would go nicely with Spines or to a lesser extent claws, which have lots of AoE and rely (for most effectiveness) on lots of enemies around you.
[/ QUOTE ]
Actually, with the taunting aura of Invincibility, you will have plenty of foes around you. With my Kat/Inv I found that the katana cone and PBAoE are bread and butter for PvE. On the other hand, your comment about spines/inv is interesting and I am probably going to roll one as soon as I finish this post
Hi all.

I have a Scrapper who is currently sat at Level 28 and she totally rocks. She can solo perfectly! But (there's always one of 'em isn't there?) I am beginning to wonder which is better? Super Reflexes or Invulnerability?
Super Reflexes is all about dodging so if you get hit it will hurt. Invulnerability is about taking the damage, but being a Scrapper I do find myself in the need of heals. I have made two builds with the powers and slots I would and have taken in the case of my current Scrapper.
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Krystallos
Level: 50
Archetype: Scrapper
Primary: Martial Arts
Secondary: Invulnerability
+---------------------------------------------
01 => Resist Physical Damage ==> DamRes(1),DamRes(3),DamRes(3)
01 => Thunder Kick ==> Acc(1),Acc(13),Dam(21),Dam(37),Dam(43)
02 => Storm Kick ==> Acc(2),Acc(9),Dam(21),Dam(37),Dam(43)
04 => Temp Invulnerability ==> EndCost(4),EndCost(5),DamRes(5),DamRes(13),DamRes( 15)
06 => Dull Pain ==> Rech(6),Rech(7),Rech(7)
08 => Crane Kick ==> Acc(8),Acc(9),Dam(15),Dam(34),Dam(40)
10 => Resist Elements ==> DamRes(10),DamRes(11),DamRes(11)
12 => Flurry ==> Acc(12)
14 => Super Speed ==> RunSpd(14)
16 => Unyielding ==> EndCost(16),EndCost(17),DamRes(17),DamRes(23),DamR es(23),EndCost(46)
18 => Crippling Axe Kick ==> Acc(18),Acc(19),Dam(19),Dam(36),Dam(42)
20 => Swift ==> RunSpd(20)
22 => Health ==> Heal(22)
24 => Stamina ==> EndMod(24),EndMod(25),EndMod(25)
26 => Dragons Tail ==> Acc(26),Acc(27),Dam(27),Dam(37),Dam(43)
28 => Resist Energies ==> DamRes(28),DamRes(29),DamRes(29)
30 => Invincibility ==> DefBuff(30),DefBuff(31),DefBuff(31),EndCost(31),En dCost(33)
32 => Eagles Claw ==> Acc(32),Acc(33),Dam(33),Dam(34),Dam(34)
35 => Tough Hide ==> DefBuff(35),DefBuff(36),DefBuff(36)
38 => Unstoppable ==> DamRes(38),DamRes(39),DamRes(39),Rech(39),Rech(40) ,Rech(40)
41 => Conserve Power ==> Rech(41),Rech(42),Rech(42)
44 => Focused Accuracy ==> ToHitBuff(44),ToHitBuff(45),ToHitBuff(45),EndCost( 45),EndCost(46),EndCost(46)
47 => Laser Beam Eyes ==> Acc(47),Acc(48),Dam(48),Dam(48),Dam(50)
49 => Energy Torrent ==> Dam(49),Dam(50),Dam(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
That is the Invulnerability one.
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Krystallos
Level: 50
Archetype: Scrapper
Primary: Martial Arts
Secondary: Super Reflexes
+---------------------------------------------
01 => Focused Fighting ==> EndCost(1),EndCost(3),DefBuff(3),DefBuff(9),DefBuf f(13)
01 => Thunder Kick ==> Acc(1),Acc(17),Dam(21),Dam(34),Dam(37)
02 => Storm Kick ==> Acc(2),Acc(15),Dam(21),Dam(31),Dam(37)
04 => Focused Senses ==> EndCost(4),EndCost(5),DefBuff(5),DefBuff(9),DefBuf f(13)
06 => Agile ==> DefBuff(6),DefBuff(7),DefBuff(7)
08 => Crane Kick ==> Acc(8),Acc(15),Dam(17),Dam(29),Dam(36)
10 => Practiced Brawler ==> Rech(10),Rech(11),Rech(11)
12 => Flurry ==> Acc(12)
14 => Super Speed ==> RunSpd(14)
16 => Swift ==> RunSpd(16)
18 => Crippling Axe Kick ==> Acc(18),Acc(19),Dam(19),Dam(29),Dam(37)
20 => Health ==> Heal(20),Heal(46)
22 => Stamina ==> EndMod(22),EndMod(23),EndMod(23)
24 => Dodge ==> DefBuff(24),DefBuff(25),DefBuff(25)
26 => Dragons Tail ==> Acc(26),Acc(27),Dam(27),Dam(34),Empty(43)
28 => Quickness ==> RunSpd(28),RunSpd(43),RunSpd(43)
30 => Lucky ==> DefBuff(30),DefBuff(31),DefBuff(31)
32 => Eagles Claw ==> Acc(32),Acc(33),Dam(33),Dam(33),Dam(34)
35 => Evasion ==> EndCost(35),EndCost(36),DefBuff(36),DefBuff(40),De fBuff(42)
38 => Elude ==> DefBuff(38),DefBuff(39),DefBuff(39),Rech(39),Rech( 40),Rech(40)
41 => Conserve Power ==> Rech(41),Rech(42),Rech(42)
44 => Focused Accuracy ==> ToHitBuff(44),ToHitBuff(45),ToHitBuff(45),EndCost( 45),EndCost(46),EndCost(46)
47 => Laser Beam Eyes ==> Acc(47),Acc(48),Dam(48),Dam(48),Dam(50)
49 => Energy Torrent ==> Dam(49),Dam(50),Dam(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
That is the Super Reflexes one.
I have made them how I would so if you think I am mad for not taking Aid Other and then Aid Self... well I wont finish that sentence.
Please feel free to criticise, slag off or praise anything. Ideas and opinions much appreciated.
Thanks in advance for any replies, Rap
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