Super Reflexes - PVE buff needed
Toggles are all 5-slotted with Red Fortune (40+), passives with 3 def IO's (50), PB with 2 recharges (Elude has 3 recharge and 1 def, but shouldnt really count here). That should be more than good enough.... Unless you're all telling me that i'm a bad player for not having 500 million inf for orange and purple sets.
Still, i have around 90% defense with toggles and elude on, 45% with just the toggles and a small def insp. That should still be enough for pretty much everything, but still i got hit by at least those demons pretty much 100%. I simply couldn't get past Infernal.
My Claws/SR only hit 35 recently to pick up his last toggle and has been going from strength to strength since. Sure, I've spent about 40 mil on sets, but most of that was for 4 rare ones (Gaussian proc, 2 Touch of Death procs and a Steadfast +Res/+Def). Almost every other recipe cost me just 1k.
At lvl 37, I'm only just starting to get the bonuses for defense (as they come late in the sets I chose). My defense will be a little less than yours, with 1 -2 Def SO in each passive and 4 lvl 38 Red Fortunes in my toggles. I'd say I'm pretty darn survivable, more-so than my Kat/Inv Scrapper and he's not exactly a pushover.
I'm not sure what you're doing, not doing, or observing, but I'm pretty certain it's not what the majority of SR players have experienced.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
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Unless you're all telling me that i'm a bad player for not having 500 million inf for orange and purple sets.
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Nope, an SR scrapper slotted only with SOs shouldn't be having the trouble you are reporting.
What's your primary?
I really should do something about this signature.
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Unless you're all telling me that i'm a bad player for not having 500 million inf for orange and purple sets.
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Nobody told you being a bad player methinks, for sure I never said it at all. As you say, with your slotting you should be pretty well covered, so it is either a very unusual bad luck streak or something is broken. With 45% defense up you should breeze Demons, for sure something doesn't seem right here.
Oh and for an all purple/orange sets you'd need probably far more than 500 mill I'm afraid
Didn't CoT Behemoths have a way large DEF debuff on them until recently? IIRC it was causing lots of complaints, so the devs nerfed it to a saner level.
As per last patch, their invincibility grants them 8% def per char in melee range, that would certainly make them hard to hit and SR's performance goes down on long fights (or at least did before inventions according to Arcanaville's Secondary Comparisons).
The OP said he was insta-killed in both Katie Hannon TF and Infernal's mission, my guess is that he had very unlucky streaks on taking Alpha. It is the SR thing, most of the times you can dive in and to the teabag emo but some other times you are faceplanted in two seconds on a badly taken Alpha, I guess that's what happened to the OP.
Ah, ta - looks like I misremembered; I had a hazy recollection of it debuffing local melee toons DEF (which would explain why SRs might go down like a ton of bricks, if true), but if it's a self +DEF that'd make nothing happen quickly.
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Ah, ta - looks like I misremembered; I had a hazy recollection of it debuffing local melee toons DEF (which would explain why SRs might go down like a ton of bricks, if true), but if it's a self +DEF that'd make nothing happen quickly.
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Hmmm actually, Invincibility is both a def buff and a ToHit Buff, no idea of the ToHit Buff % Behemoths get from it, the def they get is much higher than the one a player gets (a scrapper gets around 10% from 1st foe and 1.5% from the others up to 10 iirc while Behemoths seem to get 8% per char on melee range) so similar thing may happen on the ToHit Buff side, hence if many chars on melee, it might give a Demon/Behemoth a nice ToHit Buff which would effectivly help piercing the def on an SR.
Did a bit of digging, and found what looks like the original mention of this on the US forums. FWIW they're only ever talking about the behemoths' DEF, and how hard they are to hit, rather than them majorly cutting through players' defences.
Looks like I was chasing a red herring on this one.
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Still, i have around 90% defense with toggles and elude on, 45% with just the toggles and a small def insp. That should still be enough for pretty much everything, but still i got hit by at least those demons pretty much 100%. I simply couldn't get past Infernal.
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As I was saying, this is odd. I did Infernal recently and he was, well not exactly a pushover, but he barely hit me. And that was just using Divine Avalanch. That was also the EB, not the AV (I was solo), but I don't think the ToHit difference is that extreme.
Logically, you must have had some bad luck with Alphas. SR and Regen both suffer from not liking Alphas, though SR has the theoretical advantage there since the Alpha might not hit.
I did notice that I have to run FA to get a good hit rate on Demons. I can have it turned off for most things, but my hit rate was poor without it against Demons.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
(borrowing wife's account again, sodding Maestro) I know the OP, who's in two of my supergroups. I have a BS/SR scrapper at fifty. I have had the same problem as the OP, in that mobs since I12 seem to have been hitting her much more often than her 40% defences would have me believing. Prior to I12, I could happily leap into an eight person team's enemy mob with wild abandon, even set to Invincible difficulty, and barely see three hits land before the mob was dealt with. With, or more often, without a tank. Even Boss-level mobs would miss more than not, but since the latest issue she's taken everything the enemy world has thrown at her, to the point where my level fifty scrapper has a date with the deletion button once I get my next vet reward respec to remove her last set IO's.
I would always open with Parry, and keep it more or less double-stacked amid my usual attack chain and would still get hit a lot more since I12. Maybe luck doesn't favour myself and the OP anymore, or something is actually wrong with SR now. Either way, it's no longer going to be part of my future scrappers.
As for my scrapper's powers, she had every attack but for Slash and Provoke, and every secondary. All defences slotted with three end redux and three defence, level fifty IO's with one Gambler +rech global. Mid's build code for this char unavailable, due to never having used Mids to plan it.
Anyway, it means I get to make a new char.
I must admit with my Crab Spider I did notice certain mobs hitting right through my defences as if they didn't exist - Nemesis especially, even when not under their Vengeance effects (Jagers seemed very accurate).
Admittedly I've never played /SR past the teens and I think that's the problem sometimes with some of us taking a longer view of the set - when you play the set at low level it does seem somewhat weak because defence doesn't scale as noticeably as resists do at low level - you need your defences near/at cap asap, really. Though I have heard lots of players saying /SR is really good at high level /shrug.
On my Crab Spider his defences didn't really seem good enough until I had capped or come close to capping him in at least one position (ranged in his case - he only capped melee/area when my partner used Mind Link).
My main complaints with /SR are:
- having to wait so long for area defence
- defence not being so noticeable at lower level until you get your toggles fully slotted
- /SR not having any easily skippable or optional powers (you really need to take everything, which can be tough on tight builds if your primary has few skippables as well)
- status protection being a click rather than a toggle so it's not perma out of the box (and because even on auto it will force redraw if you have a weapon set when it needs to re-apply)
- no in-set way to regain health from the times you do get hit
Although generally I am fine with some sets taking longer to mature than others and I am looking forward to playing /SR seriously to 50 at some stage.
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(borrowing wife's account again, sodding Maestro) I know the OP, who's in two of my supergroups. I have a BS/SR scrapper at fifty. I have had the same problem as the OP, in that mobs since I12 seem to have been hitting her much more often than her 40% defences would have me believing. Prior to I12, I could happily leap into an eight person team's enemy mob with wild abandon, even set to Invincible difficulty, and barely see three hits land before the mob was dealt with. With, or more often, without a tank. Even Boss-level mobs would miss more than not, but since the latest issue she's taken everything the enemy world has thrown at her, to the point where my level fifty scrapper has a date with the deletion button once I get my next vet reward respec to remove her last set IO's.
I would always open with Parry, and keep it more or less double-stacked amid my usual attack chain and would still get hit a lot more since I12. Maybe luck doesn't favour myself and the OP anymore, or something is actually wrong with SR now. Either way, it's no longer going to be part of my future scrappers.
As for my scrapper's powers, she had every attack but for Slash and Provoke, and every secondary. All defences slotted with three end redux and three defence, level fifty IO's with one Gambler +rech global. Mid's build code for this char unavailable, due to never having used Mids to plan it.
Anyway, it means I get to make a new char.
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It sounds much more like you've found or been affected by a bug rather than that an intended change to SR that needs a buff to rectify it. I have to say I've not seen it myself (and have played by SR quite a bit since I12).
Best thing you can do is bug report it with as much detail as possible - things like this do tend to get fixed (even if the wait can sometimes be long enough to be frustrating) but I can't help thinking you'll regret it if you delete a lvl50 toon only to read a couple of weeks later that there's a bug fix on Test that would have sorted it out...
What are the numbers in your combat log reporting as enemies chances to hit you? If something screwy is going on with your defence it may show up there.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
Now you guys got me curious, I'll do some test this evening with both my SR scrappers and keep an eye on the combat log to check for anything unusual
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- status protection being a click rather than a toggle so it's not perma out of the box (and because even on auto it will force redraw if you have a weapon set when it needs to re-apply)
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Can someone use their (undoubtedly superior) search-fu to find the Dev post on the US forums where it is clearly stated that redraw does not affect the activation time of a power.
I really want to lay this particular ghost to rest, as it annoys me.
The wisdom of Shadowe: Ghostraptor: The Shadowe is wise ...; FFM: Shadowe is no longer wise. ; Techbot_Alpha: Also, what Shadowe said. It seems he is still somewhat wise ; Bull Throttle: Shadowe was unwise in this instance...; Rock_Powerfist: in this instance Shadowe is wise.; Techbot_Alpha: Shadowe is very wise *nods*; Zortel: *Quotable line about Shadowe being wise goes here.*
I can't say I've noticed any issues at all recently on my /SR scrapper, and I pushed her up to 50 over the DXP weeekend.
With Elude on, I am still basically invincible against anything other than purples.
Without elude on I get hit, but not even close to insta-death. I certainly have time for aid-self to get me out of trouble.
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"- status protection being a click rather than a toggle so it's not perma out of the box (and because even on auto it will force redraw if you have a weapon set when it needs to re-apply)"
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That's what I love about SR, especially for PVP. Your status protection can't be affected by a de-toggling.
Fahie
Plus just with 3 rchg SO's it stacks for quite a while
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Can someone use their (undoubtedly superior) search-fu to find the Dev post on the US forums where it is clearly stated that redraw does not affect the activation time of a power.
I really want to lay this particular ghost to rest, as it annoys me.
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While this *was* true, it is no longer the case across the board. With the exceptions of Spines and Claws, melee sets are now tweaked so that redraw *does* affect your cast time.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
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Can someone use their (undoubtedly superior) search-fu to find the Dev post on the US forums where it is clearly stated that redraw does not affect the activation time of a power.
I really want to lay this particular ghost to rest, as it annoys me.
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While this *was* true, it is no longer the case across the board. With the exceptions of Spines and Claws, melee sets are now tweaked so that redraw *does* affect your cast time.
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Yeah it's been changed, Shadowe, just like Jay says. Claws and Spines are the only two sets with redraw still baked into their animation times, and BaB is working on Claws - Night Widow claws were a test-run for it - but Castle is concerned that speeding up the Claws animations by removing redraw allowances from them will make Claws too good as it's already one of the best scrapper sets for dps.
But all of the weapons sets are now like Dual Blades - they've had the "pauses" at the end of each animation (that were there to account for redraw) removed so that attacks flow more gracefully and quickly. I'm surprised you haven't noticed tbh - it makes a massive diff to Broadsword, Katana, etc.
Possibly my SR is sub 20 so have never done Katie with him.