MA/SR without Aid Self


Bill Z Bubba

 

Posted

I'm trying to decide between MA/WP and MA/SR.

I've have played both WP and SR to level 50 with Dark Melee.

I know how great soft-cap /SR can be...but I'm worried about MA/SR because the lack of a heal.

Are there any MA/SR, without Aid Self, that can comment on this?


 

Posted

Quote:
Originally Posted by Vitality View Post
I'm trying to decide between MA/WP and MA/SR.

I've have played both WP and SR to level 50 with Dark Melee.

I know how great soft-cap /SR can be...but I'm worried about MA/SR because the lack of a heal.

Are there any MA/SR, without Aid Self, that can comment on this?
It depends on what you are doing. If you aren't doing challenges that specifically forbid inspirations it should be fine. Now that you can combine 3 unneeded enhancements into heals you should be able to keep up your greens for the rare occasions when you get hit. If you are pushing the envelope (regularly grinding through 54 Rikti, etc.) then your green usage will be higher than the drop rate and then Aid Self is nice.

And if you are going to PvP you'll want Aid Self.

The hardest choice for SR: Travel Power, Tough/Weave, Hasten, Aid Self. Pick 3.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

I could never fit aid self for concept reasons mostly.

AV soloing/rikti challenge ect, you need aid self, pvp you need it or elude.

the other 99.9% of content you don't need aid self from my experience. I generally heal up inbetween lucky blows, and I haven't got in physical perfection yet either. On my main, ma/sr, i generally end up combining greens into reds.


 

Posted

I've never needed Aid Self on my MA/SR. This is the build I went with... granted I went a bit nuts with the positional defense and had gobs of influence to spend on a couple of those PvP recipes.

I threw extra slots into Swift, Quickness and Hurdle because I generally use Ninja Run as the travel power on this toon. The only reason I kept SJ was for the BoTZ set bonuses.

All in all, it's worked really well for me. On the rare occasion I do get hit, inspirations make up.

Total Defense:
Melee - 52%
Ranged - 50%
AoE - 50%


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mini Turbo Starr: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:



Level 1: Storm Kick

  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (5) Touch of Death - Damage/Endurance/Recharge
  • (7) Touch of Death - Chance of Damage(Negative)
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Defense/Endurance
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Recharge Speed
Level 2: Focused Senses
  • (A) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance
  • (11) Luck of the Gambler - Defense/Endurance/Recharge
  • (50) Luck of the Gambler - Endurance/Recharge
Level 4: Agile
  • (A) Gift of the Ancients - Defense
  • (11) Gift of the Ancients - Defense/Endurance
  • (13) Luck of the Gambler - Recharge Speed
Level 6: Focus Chi
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 8: Crane Kick
  • (A) Touch of Death - Accuracy/Damage
  • (19) Touch of Death - Damage/Endurance
  • (19) Touch of Death - Damage/Recharge
  • (21) Touch of Death - Accuracy/Damage/Endurance
  • (21) Touch of Death - Damage/Endurance/Recharge
  • (23) Touch of Death - Chance of Damage(Negative)
Level 10: Practiced Brawler
  • (A) Endurance Reduction IO
  • (23) Recharge Reduction IO
Level 12: Swift
  • (A) Run Speed IO
  • (46) Run Speed IO
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Dodge
  • (A) Gift of the Ancients - Defense
  • (27) Gift of the Ancients - Defense/Endurance
  • (27) Luck of the Gambler - Recharge Speed
Level 18: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (29) Numina's Convalescence - Endurance/Recharge
  • (29) Numina's Convalescence - Heal/Recharge
  • (31) Numina's Convalescence - Heal/Endurance/Recharge
  • (31) Numina's Convalescence - Heal
  • (31) Numina's Convalescence - +Regeneration/+Recovery
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (33) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - EndMod/Accuracy/Recharge
  • (33) Performance Shifter - Accuracy/Recharge
  • (34) Performance Shifter - EndMod/Accuracy
  • (34) Performance Shifter - Chance for +End
Level 22: Kick
  • (A) Accuracy IO
Level 24: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (34) Impervium Armor - Resistance
  • (36) Impervium Armor - Resistance/Endurance/Recharge
  • (36) Impervium Armor - Psionic Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (50) Gladiator's Armor - TP Protection +3% Def (All)
Level 26: Dragon's Tail
  • (A) Armageddon - Damage
  • (36) Armageddon - Damage/Recharge
  • (37) Armageddon - Accuracy/Damage/Recharge
  • (37) Armageddon - Accuracy/Recharge
  • (37) Armageddon - Damage/Endurance
  • (39) Armageddon - Chance for Fire Damage
Level 28: Quickness
  • (A) Run Speed IO
  • (48) Run Speed IO
Level 30: Lucky
  • (A) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Recharge Speed
Level 32: Eagles Claw
  • (A) Hecatomb - Damage
  • (40) Hecatomb - Damage/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge
  • (40) Hecatomb - Accuracy/Recharge
  • (42) Hecatomb - Damage/Endurance
  • (42) Hecatomb - Chance of Damage(Negative)
Level 35: Evasion
  • (A) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Recharge Speed
Level 38: Weave
  • (A) Gift of the Ancients - Defense
  • (43) Gift of the Ancients - Defense/Endurance
  • (43) Gift of the Ancients - Run Speed +7.5%
  • (45) Gift of the Ancients - Defense/Endurance/Recharge
  • (46) Kismet - Accuracy +6%
Level 41: Elude
  • (A) Gift of the Ancients - Defense
  • (45) Gift of the Ancients - Defense/Recharge
  • (45) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Panacea - +Hit Points/Endurance
  • (48) Miracle - +Recovery
Level 49: Hurdle
  • (A) Jumping IO
  • (50) Jumping IO
------------



Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------



Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 11% Defense(Smashing)
  • 11% Defense(Lethal)
  • 10.4% Defense(Fire)
  • 10.4% Defense(Cold)
  • 10.7% Defense(Energy)
  • 10.7% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 16% Defense(Melee)
  • 15.4% Defense(Ranged)
  • 14.8% Defense(AoE)
  • 4.05% Max End
  • 48% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 57.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 175.7 HP (13.1%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 5.5%
  • 23.5% (0.39 End/sec) Recovery
  • 52% (2.91 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Lethal)
  • 10.5% Resistance(Fire)
  • 8.04% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 13% Resistance(Toxic)
  • 6% Resistance(Psionic)
  • 17.5% RunSpeed
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Shard Warrior - 50 MA/Regen/BM Scrapper

Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."

 

Posted

Quote:
AV soloing/rikti challenge ect, you need aid self, pvp you need it or elude.
My SR doesn't use aid self and I've soloed all the Phalanx TFs, pylons and the RWZ challenge are part of my meditation routine, and PvP I seem to be doing just fine. (Odd, that last one. Everyone tells me SR is still gimp in PvP.)

Only reason I failed to solo the ITF was due to the autohit fluffy in the last mission. (And I was told how to deal with that.)

With MA's mitigation, I fail to see why MA/SR would be much different.

Oh yea... I don't have elude either.


Be well, people of CoH.

 

Posted

My 50 MA/SR gets by just fine without a heal of any sort other than the rare use of a green inspiration. I don't regularly take on 54 Rikti bosses, it's true, but I do ITFs and Mothership Raids and scary bad bosses in AE. (Note: AE baddies with Build Up can be a problem, specifically because Build Up is calculated differently than normal in the to-hit formula. It's not a problem with SR, but all defense builds; it's not a problem with difficult bosses per se or high level content in general -- it's JUST a Build Up problem. My solution is to do knockback to them the moment I hear the BU sound effect and break contact for 10 seconds, then return and hit my OWN version (Focus Chi).

Of course, taking something other than Aid Self presupposes you'll be taking something useful (in your other thread you talk about taking Eagle's Claw for stun only...don't. Take Cobra if you want a stun; or slot EC for damage and enjoy it, but the duration of EC's stun is not going to win your heart.) personally I take EC and often finish off a foe before the other Scrappers (it's all in the timing. )


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

 

Posted

I think solo'n AVs with claws/ or MA/ and /SR would be different due to claws having so much kb/kd, not aid self's presense. For RWZ even more so. Having kb in one attack is a lot different than a ranged attack and a ranged aoe attack..............