SR Scrappers, which would you rather have paired with you?
Quote:
You missed Storm's -recharge (Snowstorm, Freezing Rain), and may be under-emphasizing Storm's significant contribution to damage, Lightning Storm and Tornado (after locking down the enemies with Ice's immobs). Tornado is especially useful because it's auto-hit, nailing Paragon Protectors and AVs that are otherwise difficult to hit at all.
Also Storm gets resistance and defense bonuses from Steamy Mists, although Arctic Fog is similar as I recall (haven't done a Cold). |
Tornado isn't autohit, it just has a really high base accuracy tied in with its defense debuff so it hits well.
Agreed i was going to make the point on storm having snowstorm as well. However you will be playing with ice control with it so you wont be noticing as much between AA, shiver, and frostbite.
While i do love a good frostwork with capped defenses on a SR, so nice to not even worry about needing a heal and also greatly improving the passive resistances on the SR by giving them more time to work, when the SR IS at the cap in the end game he'd only about half benefit from frostwork after he gets his accolades and hp bonuses.
As you'll have frostbite to lockdown the enemies it also bodes well pairing for LS and tornado. It also ASTOUNDS me that on a troller sleet has to wait till level 35, ouch, BIG ouch.
Overall as MUCH as i love having shields and frostwork on my SR while leveling up, storm will still mix well having that heal, -to hit and controls/debuffs, and in the later game be more effective as a teammate. While leveling up as well slot the heal, its not that bad for what you'll be needing, get used to frostbite + hurricane herding, and compared to the cold you can pick up freezing rain at 16 instead of 35, big difference.
Personally they REALLY need to swap both benumb and sleet, putting sleet at tier 7, and benumb at tier 8 for both defenders and controllers, its really a big issue.
Cold does have heat loss for better +end, but IOs, eventually it won't matter, and that wouldn't be till level 38 anyways which he should be able to do well on end on his own by then.
So personally i'd actually think i'd vote for the ice/storm. Cold is much better left to the defenders.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
This is a common misconception. SR is pretty average with 3 toggles and a click, and in any case Heat Loss is like Consume: not reliably up frequently enough to fix persistent endurance problems.
Quote:
Arctic Fog and Steamy Mist are basically clones of each other, although IIRC Steamy Mist offers typed defense while Arctic Fog only offers positional, however Arctic Fog grants Slow resistance (which I consider more useful) rather than Confuse protection. You are spot on regarding the -Rech though.
You missed Storm's -recharge (Snowstorm, Freezing Rain), and may be under-emphasizing Storm's significant contribution to damage, Lightning Storm and Tornado (after locking down the enemies with Ice's immobs). Tornado is especially useful because it's auto-hit, nailing Paragon Protectors and AVs that are otherwise difficult to hit at all.
Also Storm gets resistance and defense bonuses from Steamy Mists, although Arctic Fog is similar as I recall (haven't done a Cold). |
Quote:
You're thinking of defenders. Controllers have a base 3.75% defense for steamy mist, slotted to about 8 yes but you don't slot it for defense really. But it still helps the scrapper. While the resistance it gives definitely does.
I'd prefer Storm. Both sets offer 8% Defence slotted via their stealth aura powers (Freezing Fog and Steamy Mist) so you'll be sitting at the Defence cap very early on with either set, making the cold shields redundant.
Storm gets Freezing Rain at 8 rather than 26, so its there with its -Def for those awkward teens when beginner's luck has run out and you havent got SO's yet. Storm's spot heal is also ideal for a SR Scrapper since they dont need gallons of healing, but just a little top up every now and then when something big gets through, thats why Aid Self is popular amongst SR scrappers. |
Also as I mentioned on a controller, freezing rain is at 16, where sleet isn't until 35 which is a HUGE difference.
On the scrapper as i'd STRONGLY suggest especially avoiding redraw with the dual blades as well going with physical perfection and tough in the 40s, he wouldn't have end problems, have more smash/lethal resistance on top of capped defenses, and some more regen, he's going to need help even less, and the pop heal of O2 boost becomes more instanced of when its needed.
Also the shields won't help vs psy, where the heal of O2 boost will.
I would look into your partner having a build something like this:
Hero Plan by Mids' Hero Designer 1.601
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Dual Blades SR: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(46)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(46)
Level 2: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(11), LkGmblr-Rchg+(11)
Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/Rchg(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/Rchg(21), Heal-I(40), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(48)
Level 26: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(40)
Level 28: Lucky -- DefBuff-I(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(48)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 42% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 205.8 HP (15.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- 4% (0.07 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Nimble Slash)
- 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)
(Focused Fighting)
- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Ablating Strike)
- 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)
(Agile)
- 4% (0.22 HP/sec) Regeneration
(Agile)
- 7.5% Enhancement(RechargeTime)
(Typhoon's Edge)
- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Blinding Feint)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Dodge)
- 4% (0.22 HP/sec) Regeneration
(Dodge)
- 7.5% Enhancement(RechargeTime)
(Health)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)
- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Focused Senses)
- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Vengeful Slice)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Lucky)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Sweeping Strike)
- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(One Thousand Cuts)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Evasion)
- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Physical Perfection)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Tough)
- 3% Defense(All)
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Code:
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Quote:
These guys disagree with that.
Tornado isn't autohit, it just has a really high base accuracy tied in with its defense debuff so it hits well.
|
However, thank you for the handy
build; I'm currently struggling with power picks for exactly that combo.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Quote:
Yeah i did too. Open up the build in mids. The attack vitals is the most important chain for ST, and anything goes for aoe. Skipping power slice is really the only option. You're only missing the sweep combo, which i do kinda like so that hurts, but its a pain to set up often, where just using typhoon's edge when it is available after a double empower combo/or blinding feint rather than waiting for the powers to recharge for the combo is almost as much aoe damage since thankfully you don't really need to worry about the knockdown for mitigation with a capped SR most of the time. Not to mention the KD wont matter with spammed frostbite anyways.
These guys disagree with that.
However, thank you for the handy build; I'm currently struggling with power picks for exactly that combo. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I am going to go with the guy who said Thermal or tell your hubby to go with a different secondary, like electric.
Your def buffs are redundant in cold. Sure lots of other tools to be had in cold. if you insist on cold use your alternate build for not having shields and get more pool picks. once SR hits 45%, its done.
Thermal has 2 heals, Forge and melt armor. lots -res to be had and of course shields that mesh exremely well.
of course since I am completely changing you concept, drop troller and go defeder which opens up /sonic as a secondary :P.
I'd prefer Storm. Both sets offer 8% Defence slotted via their stealth aura powers (Freezing Fog and Steamy Mist) so you'll be sitting at the Defence cap very early on with either set, making the cold shields redundant.
Storm gets Freezing Rain at 8 rather than 26, so its there with its -Def for those awkward teens when beginner's luck has run out and you havent got SO's yet.
Storm's spot heal is also ideal for a SR Scrapper since they dont need gallons of healing, but just a little top up every now and then when something big gets through, thats why Aid Self is popular amongst SR scrappers.