Claws/SR question
With nothing but SR and SOs, you're looking at around 30-32% defense to melee, range and aoe. On top of that you get the passive scaling dam-res to help slow incoming damage once you start dipping into near death land.
It also means that 1 in 5 hits is landing, and that's a lot. When you start tacking on pool defense (combat jumping or hover, weave or maneuvers) things start looking up.
SR + CJ + Weave all fully slotted gets you up around 40%. Now only 1 in 10 hits are landing.
That's when fighting even level minions, of course.
Like all defense sets, it's going to suck until level 22 and SOs. That's when you'll realize that yes, you do have a secondary doing something.
It's when you hit the magic 45% defense to all positions that SR starts to really shine.
Be well, people of CoH.

So 45% is what I would want to aim for. Cool. Would that work as a combination of say, fire def of 15% and your ranged def of 30% would that work out to a 45% or does it all need to be stacked into say all ranged and all melee defenses.
Negative. Typed defense doesn't stack with positional. As an SR scrapper, the only typed defense that will do you any good is psi since there are several psi attacks that lack a positional component. So if you had 30% ranged and 15% fire and someone lobbed a fire blast at you, you'd have 30% defense toward it as the game grabs the highest appropriate value and uses that.
So when looking at SetIO bonuses, go for the ones that give defense to melee, range, aoe first, and if you have some space left over, maybe some psi defense or damage resistance.
For me, I focused on soft cap defense first (that 45% is called the soft cap) and after that hitpoints, regen, some s/l dam-res to stack on tough and the passive scaling dam-res and the rest usually comes bundled.
Be well, people of CoH.

Sweet deal, thanks. That had always been something I had wondered about when it came to defense in this. Definitely a good thing to know.
You are most welcome. Enjoy the blender of joy that is claws/sr.
Be well, people of CoH.

It is really pretty cheap to get soft capped. Grab tough/weave and CJ if your a jumper. Tough helps a lot more than people give it credit for as you have to have it anyway, and having s/l attacks do less when they hit adds a lot to your survivability. Steadfast +def IO is reasonably cheap. Fortune sets for your toggle defense powers are also very cheap and add one of the def components. Definatly follow bubs advice and get softcapped first, then worry about rech/dam/whatever your focuses are.
Trust me, when you hit 45% to all, that is when you will be able to almost totally ignore your green bar for most content. Warning, after playin a /sr scrapper for a long time, it does take some gettin used to when you play another character and all of a sudden have to start worrying about dying again.
It is really pretty cheap to get soft capped. Grab tough/weave and CJ if your a jumper. Tough helps a lot more than people give it credit for as you have to have it anyway, and having s/l attacks do less when they hit adds a lot to your survivability. Steadfast +def IO is reasonably cheap. Fortune sets for your toggle defense powers are also very cheap and add one of the def components. Definatly follow bubs advice and get softcapped first, then worry about rech/dam/whatever your focuses are.
Trust me, when you hit 45% to all, that is when you will be able to almost totally ignore your green bar for most content. Warning, after playin a /sr scrapper for a long time, it does take some gettin used to when you play another character and all of a sudden have to start worrying about dying again. |
Here is my build for my claw/sr. If you use about level 39 for the touch of death and makos, they are irresistably cheap for what you get out of them with SR. When initially starting this out to get the defense values the most expensive thing is going to be the set of sciroccos dervish which isn't that bad at those levels. I'd suggest 2 slotting PB till you get enough recharge to respec out the 2nd slot.
The ToD, makos, and most of the sciroccos dervish are really cheap to get, as are the gaussians in focused accuracy. Making up for about 42% of your totaly defense by level 43. The lotg are bonus really. The pos blast mid level's aren't too bad. The half most expensive pieces are the numinas. Them and the lotg are the most expensive, everything else is really pretty much cake with this build influence wise.
Also note: No need for weave, capped without it. Knowing this build is possible without it makes me cringe at the though of people wasting a power pick on weave, unless they specify it pre-respec. But by that point you're skipping out on quite a bit of powers/attacks to do so, so i still cringe lol.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
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Claw SR Tough: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), DefBuff-I(17)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
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), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
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:
- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 34% Enhancement(Accuracy)
- 36.3% Enhancement(RechargeTime)
- 14% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- 8.5% (0.14 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
- 19% RunSpeed
Set Bonuses:
Touch of Death
(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)
(Focused Fighting)
- 4% (0.22 HP/sec) Regeneration
(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)
(Agile)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Focused Senses)
- 4% (0.22 HP/sec) Regeneration
(Follow Up)
- 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)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Focus)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(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
(Eviscerate)
- 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)
(Lucky)
- 4% (0.22 HP/sec) Regeneration
(Lucky)
- 7.5% Enhancement(RechargeTime)
(Spin)
- 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)
(Shockwave)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Evasion)
- 4% (0.22 HP/sec) Regeneration
(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
(Physical Perfection)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Tough)
- 3% Defense(All)
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also note the high amounts of +HP and regen. Add the near unlimited endurance, 2.16 end/sec, when combined with Claw's natural end efficient attacks and end redux slotted in them. It is just a majorly fun powerhouse that I think everyone should make :P
Did i mention how thematically well the two sets go together as well? Especially with that new martial arts pack that just came out :P I've considered dropping super jump in favor of sprint + quickness + swift + ninja run :P
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I wouldn't call 2.16 near unlimited. My Regen has a net of 3.5 and still drains in long fights. And your's is down to 1.93 with sprint on. That won't take much with your fairly fast Recharges to drain you out. Tossing a mircale in health vs. that Health IO would net you more Recovery and lose you about 2 Hp/sec regen. But yea, overall its a pretty good build man.
@Possible
A couple of this, a couple of that.
Join Liberty
I wouldn't call 2.16 near unlimited. My Regen has a net of 3.5 and still drains in long fights. And your's is down to 1.93 with sprint on. That won't take much with your fairly fast Recharges to drain you out. Tossing a mircale in health vs. that Health IO would net you more Recovery and lose you about 2 Hp/sec regen. But yea, overall its a pretty good build man.
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Also, with cj/hurdle you wont need sprint on, even have quickness as a mini backup, and what i'll probably end up doing when i get ninja-run is skipping SJ and picking up swift.
I have/had a claw/regen less recovery than yours, but attacks were zero end redux, and 2 recharges each plus hasten and a couple rech bonuses and had very little problem. And my claw/dark has next to zero IOs and even does pretty well. I think the build ought to be played before assuming that 2.16 isn't enough especially when you will be running with FA off most of the time.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Why does the build have to be played? I have an MA/SR. All I am saying is you wind up in the wrong position for too long you will drain based on your recharge. And my Regen can have almost 4 Net recovery and still drain after a long fight (AV, Pylon, 17 +3's etc etc). I just think the real issue here is what your idea of pretty well and near unlimited means. I have ran toons with better end use/end rec. I do not need to "downgrade" my recovery to lower numbers to tell you the obviousness of the situation, FA or not. Then again, if near unlimited is falling under the "killing a couple baddies" or "+0, +1 groups" then ok I can see your side of it. At the same time, whats the point in building a good toon if you are going to be playing mediocre content. *shrugs*
@Possible
A couple of this, a couple of that.
Join Liberty
The proper amount of recovery is that which allows you to run your single target attack chain indefinitely without ever running dry.
I have that now on my main. He's the only character I have that has that. He's the only one that needs it. He's the only one that I count on for soloing AVs and pylons.
For a *normal* player, if you have enough recovery to take out a spawn of X size and recover on the way to the next, that's probably enough.
Be well, people of CoH.

When you IO the Claws/SR right, then it's worth every moment you've spent on it.
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.
Why does the build have to be played? I have an MA/SR. All I am saying is you wind up in the wrong position for too long you will drain based on your recharge. And my Regen can have almost 4 Net recovery and still drain after a long fight (AV, Pylon, 17 +3's etc etc). I just think the real issue here is what your idea of pretty well and near unlimited means. I have ran toons with better end use/end rec. I do not need to "downgrade" my recovery to lower numbers to tell you the obviousness of the situation, FA or not. Then again, if near unlimited is falling under the "killing a couple baddies" or "+0, +1 groups" then ok I can see your side of it. At the same time, whats the point in building a good toon if you are going to be playing mediocre content. *shrugs*
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Not sure how you're thinking. I'd say unlimited when I haven't run into anything where i've run out, continuosly fighting missions/tfs etc. Usually able to go An entire AV battle without using a blue etc.
As Bill said only "true" unlimited is when your EPS of your toggles + attacks is less than that of you're recovery, which usually only comes into play for like he said, Pylons/AV soloing. Any other time you'll be having repositioning, target switching etc that will decrease your end cost per second. I'd say a good classification outside of "true" unlimited endurance would be never having to look or think twice at your blue bar, while doing everything you could want to do with the toon. And i'm not talking about just +0s don't be broodish. +3s are no problem at all, +4s usually too.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
My elec/shield comes close in fun-factor. (BS/Kat)/(WP/Elec) may work fun-wise as well kat/sr, but when comparing fun builds you don't really want to use the same pri/sec :P
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Fire/SD maybe.
I just thought I'd throwing something in here since my first two toons are Kat/SR and FM/WP. I don't know about the final build on either since my SR is only lvl 40 and WP is 23, but I thought I'd mention the difference in levelling the two. My SR is my first char and I found it interesting that I didn't even realize some of the perks SR was granting me with the high defense until I played my WP. Of course I was getting hit less often, but this also limited the debuffs. Probably the most notable issue is -end stuff (although -def also sucks). When my WP is fighting something like MU Strikers I have to focus on them first (even before bosses or lt) because I can take a punch to the face better than -end. Anyhow, just something I found pretty interesting.
trying out spines/WP. I knew its ST damage was teh suck but wow! Not sure if he will be around much longer.
Fire/SD maybe. |

Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
When you already have kick and tough, going for weave isn't that much of a committment. And with /sr and sets, your rech can get really high, so you don't really need as many attacks to have a totally solid chain. Its definatly possible to softcap without it, but having it gives you more flexibility in slotting. I am tossing around the idea of trying to get that new pvp proc with the def bonus and seeing if i can get by without weave with its bonus, but don't know if I can without taking cj (my ma/sr is a flyer, first toon concept stuff) so don't know how the numbers will work out. I can see arguing against weave, but not so much if you are gonna use two powers to get tough already....
When you already have kick and tough, going for weave isn't that much of a committment. And with /sr and sets, your rech can get really high, so you don't really need as many attacks to have a totally solid chain. Its definatly possible to softcap without it, but having it gives you more flexibility in slotting. I am tossing around the idea of trying to get that new pvp proc with the def bonus and seeing if i can get by without weave with its bonus, but don't know if I can without taking cj (my ma/sr is a flyer, first toon concept stuff) so don't know how the numbers will work out. I can see arguing against weave, but not so much if you are gonna use two powers to get tough already....
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Full SR minus elude, 3 fitness powers, 2 travel powers (cj/sj)
That leaves 7 powers left.
Now fire melee, I use fire sword, creamate, incinerate, greater fire sword, single target, breath of fire and FSC aoe, and build up. Not one of those powers would I give up, so i fail to see wherei have room for weave.
The only thing you could argue, is dropping like, cremate or GFS in lieu of having fast other 3 ST attacks. However, i don't feel that any recharge slotting, that you can do with having weave, would outweigh enough not having that 4th attack. You would need hasten to REALLY do what you're suggesting, which is another power pick, over weave. When having those powers still lets me do what i need to do.
You might argue, skipping BoF, which is a bad idea IMO, i love aoe, and thats a decent power to use. Unless you are giong for strictly an AV soloing biuld, i would never consider skipping it on any toon.
Same with the claw/sr, everything above the same, skipping swipe an confront. I'll probably hear more arguments about skipping eviscerate than all i'd imagine, but thats one reason why i wanted to remake, my claw/regen didn't have it, nor could fit it. I happen to love the power, in PVE hitting multiple enemies with it is win, and its damage got upped so its useful ST as well. You could almost argue skipping shockwave, but i would never suggest that. Even in the playstyle where you usually stand in the middle of the mob all the time, there will easily be times its worth using, and its giving you 6.25% recharge bonus with positrons blast anyways, kinda negating your decision of picking up weave for more recharge.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I'm just saying that weave is a good power and I fail to see how its such a bad pick that it makes you cringe to think of people taking it, especially when tough benefits /sr so much and its only one more power at that point. If you don't need it fine, I'm just saying it has a lot more benefit for flexibility in slotting, especially for claws with its high recharge so you should have room for it on a claws. I personally hate shockwave. The animation doesn't make sense for a claws toon, I despise the aoe knockback. And you definatly don't need all the claws attacks, but I guess if you like having multiple choices for ST attacks available all the time then go for it.
Because then conside what you're losing to do that. ok, FA, and PP at 41 and 44. kick, and tough at 47/49.
Full SR minus elude, 3 fitness powers, 2 travel powers (cj/sj) That leaves 7 powers left. Now fire melee, I use fire sword, creamate, incinerate, greater fire sword, single target, breath of fire and FSC aoe, and build up. Not one of those powers would I give up, so i fail to see wherei have room for weave. The only thing you could argue, is dropping like, cremate or GFS in lieu of having fast other 3 ST attacks. However, i don't feel that any recharge slotting, that you can do with having weave, would outweigh enough not having that 4th attack. You would need hasten to REALLY do what you're suggesting, which is another power pick, over weave. When having those powers still lets me do what i need to do. You might argue, skipping BoF, which is a bad idea IMO, i love aoe, and thats a decent power to use. Unless you are giong for strictly an AV soloing biuld, i would never consider skipping it on any toon. Same with the claw/sr, everything above the same, skipping swipe an confront. I'll probably hear more arguments about skipping eviscerate than all i'd imagine, but thats one reason why i wanted to remake, my claw/regen didn't have it, nor could fit it. I happen to love the power, in PVE hitting multiple enemies with it is win, and its damage got upped so its useful ST as well. You could almost argue skipping shockwave, but i would never suggest that. Even in the playstyle where you usually stand in the middle of the mob all the time, there will easily be times its worth using, and its giving you 6.25% recharge bonus with positrons blast anyways, kinda negating your decision of picking up weave for more recharge. |
I'm just saying that weave is a good power and I fail to see how its such a bad pick that it makes you cringe to think of people taking it, especially when tough benefits /sr so much and its only one more power at that point. If you don't need it fine, I'm just saying it has a lot more benefit for flexibility in slotting, especially for claws with its high recharge so you should have room for it on a claws. I personally hate shockwave. The animation doesn't make sense for a claws toon, I despise the aoe knockback. And you definatly don't need all the claws attacks, but I guess if you like having multiple choices for ST attacks available all the time then go for it.
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
So I've decided now that I've finished my WP/SS tanker do play something that can actually dish out some damage. After sitting here at my computer for atleast an hour debating with myself down to two choices, Claws/SR or Claws/WP I decided on the Super Reflexes, mostly because I have willpower already on a character, not sure if I would want to run another one with it. I hear alot about how powerful the Claws/SR combo can end up being with a ton of influence backing it but I was wondering just how well it does on just SO's while it waits for the influence to get built up for getting the IO's sorted out? Any help on this would be much appreciated.