Slotting Health and Stamina
For /SR, I slot them like this:
Health:
Miracle: +Rec
Miracle: Heal
Numina's: +Reg/+Rec
Numina's: Heal
Regenerative Tissue: +Regen
Generic Level 50 Healing IO
Stamina:
Performance Shifter: Chance for +End
Performance Shifter: End Mod
Performance Shifter: End Mod/Acc
Performance Shifter: End Mod/Rec
Physical Perfection:
Numina's: Heal
Numina's: Heal/End
Performance Shifter: Chance for +End
Performance Shifter: End Mod
For Focused Fighting:
Red Fortune: Defense
Red Fortune: Def/End
Red Fortune: Def/Rec
Red Fortune: Def/End/Rec
Red Fortune: End
Kismet: +tohit
For Focused Senses:
Red Fortune: Defense
Red Fortune: Def/End
Red Fortune: Def/Rec
Red Fortune: Def/End/Rec
Red Fortune: End
For Evasion:
Red Fortune: Defense
Red Fortune: Def/End
Red Fortune: Def/Rec
Red Fortune: Def/End/Rec
Red Fortune: End
I'm working on a MA/SR build, and I've checked a couple of threads already (builds, guides, etc.), but I see a lot of different slotting for Health, Stamina and Physical Perfection.
I was wondering what is considered the best slotting for those three powers, assuming I'm not necessarely interested in set bonuses, and that I'd like to get the most recovery and regen possible. It'd be great if I could get high-end (expensive) slotting ideas, as well as optimum slotting with cheap sets. I've seen a lot of people put 5 slots in Health, and 4 in Stamina. Health having a mix of Numina, Miracle and Regen. Tissue, and Stamina having 4 from Performance Shifter. I've also seen 6 slots in both, with full sets as opposed to mixed. Also, I haven't seen much slots devoted to Physical Perfection and I was wondering if there was a specific reason behind this. Slotting suggestion for that one would be appreciated as well. As an aside, I have a similar question for the defensive toggles (focused fighting, etc.): 4 slots, or 5? I've seen both. I'd really like to be able to aim for something, and get the slotting "right" without needing multiple respec's. Thank you! |
On a /SR anyways. The Regen from it won't make that big of a difference.
Now, if I have slots left over, then okay, I might put one or two more slots in it. But I doubt Id have the slots left over.
BrandX Future Staff Fighter

The BrandX Collection
On a /SR anyways. The Regen from it won't make that big of a difference.
|
Personally, the way I'd do it:
Health: Regen Tissue +Regen, Numina Heal, Numina Heal/End
Stamina: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod
Perf Shifter: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod, Numina +Regen/+Recov, Miracle +Recov
Of course, it's done that way mainly to maximize endurance sustainability with the fewest slots possible. With such slotting, Phys Perfection is actually giving you more +recov than Stamina and Health is giving you a healthy 122% +regen. If you had the extra slot, I'd drop a Numina's Heal/Rech into it so that you'd get a tad bit more +regen (138%) and more +hp. Anything over that is going to be wasting enhancement values. There really isn't a point, as far as I can see, of putting more than 3-4 slots into a single attribute power.
Thanks a bunch guys, good info here!
Actually, it will. Since */SR is completely devoted to damage mitigation, any source of damage recovery is going to provide a large increase in survivability. That's one of the big reasons why you see so much heavy enhancing of Health in most top end */SR builds.
Personally, the way I'd do it: Health: Regen Tissue +Regen, Numina Heal, Numina Heal/End Stamina: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod Perf Shifter: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod, Numina +Regen/+Recov, Miracle +Recov Of course, it's done that way mainly to maximize endurance sustainability with the fewest slots possible. With such slotting, Phys Perfection is actually giving you more +recov than Stamina and Health is giving you a healthy 122% +regen. If you had the extra slot, I'd drop a Numina's Heal/Rech into it so that you'd get a tad bit more +regen (138%) and more +hp. Anything over that is going to be wasting enhancement values. There really isn't a point, as far as I can see, of putting more than 3-4 slots into a single attribute power. |
Hits that broke through the Defense on a constant basis, just seemed to out do the regen as well.
When the defense stood, regen didn't seem to matter as much. Of course, my DB/SR had Aid Self, and my DM/SR had Siphon Life.
BrandX Future Staff Fighter

The BrandX Collection
Actually, it will. Since */SR is completely devoted to damage mitigation, any source of damage recovery is going to provide a large increase in survivability. That's one of the big reasons why you see so much heavy enhancing of Health in most top end */SR builds.
Personally, the way I'd do it: Health: Regen Tissue +Regen, Numina Heal, Numina Heal/End Stamina: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod Perf Shifter: Perf Shifter Proc, Perf Shifter End Mod, Level 50 Common End Mod, Numina +Regen/+Recov, Miracle +Recov Of course, it's done that way mainly to maximize endurance sustainability with the fewest slots possible. With such slotting, Phys Perfection is actually giving you more +recov than Stamina and Health is giving you a healthy 122% +regen. If you had the extra slot, I'd drop a Numina's Heal/Rech into it so that you'd get a tad bit more +regen (138%) and more +hp. Anything over that is going to be wasting enhancement values. There really isn't a point, as far as I can see, of putting more than 3-4 slots into a single attribute power. |
I have several SRs and slotting depends on what bonuses I can get from slotting the primaries as well as character concept. My DM/SR is setup to farm large mobs so I have the following slotted (my only MA is regen):
Health
Numina's Convalescence - +Regeneration/+Recovery
Regenerative Tissue - +Regeneration
Miracle - Heal/Endurance
Miracle - Heal
Numina's Convalescence - Heal/Endurance
Miracle - +Recovery
Stamina
Endurance Modification IO
Endurance Modification IO
Level 1: Focused Fighting
Luck of the Gambler - Defense
Luck of the Gambler - Defense/Endurance
Gift of the Ancients - Defense/Endurance
Gift of the Ancients - Run Speed +7.5%
Level 4: Focused Senses
Serendipity - Defense
Luck of the Gambler - Recharge Speed
Serendipity - Defense/Endurance
Serendipity - Endurance
Gift of the Ancients - Run Speed +7.5%
Level 16: Dodge
Serendipity - Defense/Endurance
Serendipity - Endurance
Serendipity - Endurance/Recharge
Luck of the Gambler - Defense
Luck of the Gambler - Recharge Speed
Level 28: Lucky
Defense Buff IO
Luck of the Gambler - Defense
Luck of the Gambler - Recharge Speed
Level 30: Agile
Defense Buff IO
Defense Buff IO
Luck of the Gambler - Recharge Speed
Level 35: Evasion
Serendipity - Defense/Endurance
Serendipity - Defense
Serendipity - Endurance
Gift of the Ancients - Defense/Endurance
Gift of the Ancients - Run Speed +7.5%
Level 44: Weave
Luck of the Gambler - Recharge Speed
Luck of the Gambler - Defense
Gift of the Ancients - Run Speed +7.5%
Luck of the Gambler - Defense/Endurance
Gift of the Ancients - Defense/Endurance
Luck of the Gambler - Endurance/Recharge
The above combined with bonuses from slotting the primaries (as well as 3 slotted Zyphers in SS and SJ) gives me 47% positional defense, 24 HP Recovery/Sec, and 3.11 End Recovery/Sec.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
Just dinged 24 on my new toon last night after playing all week-end. Of course, no IO in the build yet, but having a clue as to where to slot is helpful. I suppose someone can go many different ways in the slotting of Health and Stamina. Assuming I have the Merits for it, I'd love to slot Health with 5 (total) slots, and Stamina with 4. I'm just worried that I'll never have the Influence necessary to get the good recipes (looking at you regen/recover recipes!). I figure I should have enough Merits at some point to get one or 2 good recipes. Red Fortunes seem to be pretty cheap. I wanted to make sure I could get a full set of Gaussian and the +3% Def in Steafast, as to help getting to the cap for defense. The rest of the sets I'm planning on getting are all reasonnably priced as well. And I think I'll be able to get the stamina proc recipe for Perf Shift. But assuming I'll bever have the Inf for the Health uniques, I'm really torn in how to spend the slots in Health. Seems like the slots could be used elsewhere (keeping only 3 in Health). See my build (so far) below. Sorry, no datachunk (at work right now, and this is what I emailed myself from home, don't have MID's here)... I'm also unsure that I want to go with Body Mastery as opposed to Weapons with Caltrops and Shuriken. Anyway, thoughts and comments are welcome!
--EDIT-- I just noticed that the top part of the build doesn't match with the bottom... I was playing around with different slotting options and sets... The top part is actually what I'm planning on doing. The difference is that the bottom part has 6 slots in health and Stamina, with full sets, and only 3 (total) slots in Physical Perf. So the totals for bonuses would change a bit for defense since I might not be using the full Numina and Perf Shift set. But I believe I'd be at cap anyway. I'm new to using MID's, so errors are entirely possible.
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Scrapper
Primary: Martial Arts
Secondary: Super Reflexes
+----------------------------------------------------------------
01: Focused Fighting => Empty(1), Empty(13), Empty(15), Empty(15), Empty(17)
01: Storm Kick => Empty(1), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
02: Focused Senses => Empty(2), Empty(17), Empty(23), Empty(25), Empty(25)
04: Agile => Empty(4), Empty(39), Empty(39)
06: Focus Chi => Empty(6), Empty(7), Empty(40), Empty(40), Empty(42), Empty(42)
08: Crane Kick => Empty(8), Empty(9), Empty(9), Empty(11), Empty(11), Empty(13)
10: Practiced Brawler => Empty(10)
12: Hurdle => Empty(12)
14: Health => Empty(14), Empty(42), Empty(43), Empty(43), Empty(43)
16: Dodge => Empty(16), Empty(37), Empty(37)
18: Crippling Axe Kick => Empty(18), Empty(19), Empty(19), Empty(21), Empty(21), Empty(23)
20: Stamina => Empty(20), Empty(45), Empty(45), Empty(45)
22: Boxing => Empty(22)
24: Tough => Empty(24), Empty(46), Empty(46), Empty(46)
26: Dragon's Tail => Empty(26), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
28: Weave => Empty(28), Empty(31), Empty(31), Empty(33)
30: Lucky => Empty(30), Empty(39), Empty(40)
32: Eagles Claw => Empty(32), Empty(33), Empty(33), Empty(34), Empty(34), Empty(34)
35: Evasion => Empty(35), Empty(36), Empty(36), Empty(36), Empty(37)
38: Quickness => Empty(38)
41: Hasten => Empty(41), Empty(50)
44: Conserve Power => Empty(44)
47: Physical Perfection => Empty(47), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
49: Combat Jumping => Empty(49)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Martial Arts Kid: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Storm Kick
(A) Mako's Bite - Accuracy/Damage
(3) Mako's Bite - Damage/Endurance
(3) Mako's Bite - Damage/Recharge
(5) Mako's Bite - Accuracy/Endurance/Recharge
(5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(7) Mako's Bite - Chance of Damage(Lethal)
Level 1: Focused Fighting
(A) Red Fortune - Defense/Endurance
(13) Red Fortune - Defense/Recharge
(15) Red Fortune - Defense/Endurance/Recharge
(15) Red Fortune - Defense
(17) Red Fortune - Endurance
Level 2: Focused Senses
(A) Red Fortune - Defense/Endurance
(17) Red Fortune - Defense/Recharge
(23) Red Fortune - Defense/Endurance/Recharge
(25) Red Fortune - Defense
(25) Red Fortune - Endurance
Level 4: Agile
(A) Defense Buff IO
(42) Defense Buff IO
(42) Defense Buff IO
Level 6: Focus Chi
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 8: Crane Kick
(A) Crushing Impact - Accuracy/Damage
(9) Crushing Impact - Damage/Endurance
(9) Crushing Impact - Damage/Recharge
(11) Crushing Impact - Accuracy/Damage/Recharge
(11) Crushing Impact - Accuracy/Damage/Endurance
(13) Crushing Impact - Damage/Endurance/Recharge
Level 10: Practiced Brawler
(A) Recharge Reduction IO
Level 12: Hurdle
(A) Jumping IO
Level 14: Health
(A) Numina's Convalescence - Heal/Endurance
(43) Numina's Convalescence - Endurance/Recharge
(45) Numina's Convalescence - Heal/Recharge
(45) Numina's Convalescence - Heal/Endurance/Recharge
(45) Numina's Convalescence - Heal
(50) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Dodge
(A) Defense Buff IO
(40) Defense Buff IO
(42) Defense Buff IO
Level 18: Crippling Axe Kick
(A) Crushing Impact - Accuracy/Damage
(19) Crushing Impact - Damage/Endurance
(19) Crushing Impact - Damage/Recharge
(21) Crushing Impact - Accuracy/Damage/Recharge
(21) Crushing Impact - Accuracy/Damage/Endurance
(23) Crushing Impact - Damage/Endurance/Recharge
Level 20: Stamina
(A) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - Chance for +End
(46) Performance Shifter - Accuracy/Recharge
(46) Performance Shifter - EndMod/Accuracy/Recharge
(48) Performance Shifter - EndMod
(50) Performance Shifter - EndMod/Recharge
Level 22: Boxing
(A) Accuracy IO
Level 24: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(37) Titanium Coating - Resistance/Endurance
(37) Titanium Coating - Resistance
(39) Titanium Coating - Resistance/Recharge
Level 26: Weave
(A) Red Fortune - Defense/Endurance
(27) Red Fortune - Defense/Recharge
(27) Red Fortune - Defense/Endurance/Recharge
(29) Red Fortune - Defense
Level 28: Dragon's Tail
(A) Eradication - Damage
(29) Eradication - Accuracy/Recharge
(31) Eradication - Damage/Recharge
(31) Eradication - Accuracy/Damage/Recharge
(31) Eradication - Accuracy/Damage/Endurance/Recharge
(34) Eradication - Chance for Energy Damage
Level 30: Lucky
(A) Defense Buff IO
(43) Defense Buff IO
(43) Defense Buff IO
Level 32: Eagles Claw
(A) Touch of Death - Accuracy/Damage
(33) Touch of Death - Damage/Endurance
(33) Touch of Death - Damage/Recharge
(33) Touch of Death - Accuracy/Damage/Endurance
(34) Touch of Death - Damage/Endurance/Recharge
(34) Touch of Death - Chance of Damage(Negative)
Level 35: Evasion
(A) Red Fortune - Defense/Endurance
(36) Red Fortune - Defense/Recharge
(36) Red Fortune - Defense/Endurance/Recharge
(36) Red Fortune - Defense
(37) Red Fortune - Endurance
Level 38: Quickness
(A) Run Speed IO
Level 41: Hasten
(A) Recharge Reduction IO
(50) Recharge Reduction IO
Level 44: Conserve Power
(A) Recharge Reduction IO
Level 47: Physical Perfection
(A) Energy Manipulator - EndMod
(48) Energy Manipulator - EndMod/Recharge
(48) Energy Manipulator - Chance to Stun
Level 49: Combat Jumping
(A) Defense Buff IO
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
18.5% DamageBuff(Smashing)
18.5% DamageBuff(Lethal)
18.5% DamageBuff(Fire)
18.5% DamageBuff(Cold)
18.5% DamageBuff(Energy)
18.5% DamageBuff(Negative)
18.5% DamageBuff(Toxic)
18.5% DamageBuff(Psionic)
6.13% Defense(Smashing)
6.13% Defense(Lethal)
7.38% Defense(Fire)
7.38% Defense(Cold)
11.1% Defense(Energy)
11.1% Defense(Negative)
3% Defense(Psionic)
9.25% Defense(Melee)
14.6% Defense(Ranged)
11.8% Defense(AoE)
1.8% Max End
14% Enhancement(Accuracy)
6% Enhancement(Heal)
25% Enhancement(RechargeTime)
10% FlySpeed
195.8 HP (14.6%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 9.35%
MezResist(Immobilize) 17.1%
MezResist(Sleep) 2.2%
6.5% (0.11 End/sec) Recovery
18% (1.01 HP/sec) Regeneration
5.04% Resistance(Fire)
5.04% Resistance(Cold)
5% Resistance(Psionic)
10% RunSpeed
2% XPDebtProtection
------------
Set Bonuses:
Mako's Bite
(Storm Kick)
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)
Red Fortune
(Focused Fighting)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Red Fortune
(Focused Senses)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Focus Chi)
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)
Crushing Impact
(Crane Kick)
MezResist(Immobilize) 2.2%
15.1 HP (1.12%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
2.5% Resistance(Psionic)
Numina's Convalescence
(Health)
12% (0.67 HP/sec) Regeneration
25.1 HP (1.87%) HitPoints
6% Enhancement(Heal)
MezResist(Held) 3.3%
3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Crushing Impact
(Crippling Axe Kick)
MezResist(Immobilize) 2.2%
15.1 HP (1.12%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
2.5% Resistance(Psionic)
Performance Shifter
(Stamina)
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)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Steadfast Protection
(Tough)
3% Defense(All)
Titanium Coating
(Tough)
MezResist(Sleep) 2.2%
20.1 HP (1.5%) HitPoints
Red Fortune
(Weave)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
Eradication
(Dragon's Tail)
1.8% Max End
3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
30.1 HP (2.25%) HitPoints
2% XPDebtProtection
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Touch of Death
(Eagles Claw)
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)
Red Fortune
(Evasion)
MezResist(Immobilize) 2.2% (Exceeded 5 Bonus Cap)
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Energy Manipulator
(Physical Perfection)
1.5% (0.03 End/sec) Recovery
6% (0.34 HP/sec) Regeneration
I'm working on a MA/SR build, and I've checked a couple of threads already (builds, guides, etc.), but I see a lot of different slotting for Health, Stamina and Physical Perfection.
I was wondering what is considered the best slotting for those three powers, assuming I'm not necessarely interested in set bonuses, and that I'd like to get the most recovery and regen possible.
It'd be great if I could get high-end (expensive) slotting ideas, as well as optimum slotting with cheap sets. I've seen a lot of people put 5 slots in Health, and 4 in Stamina. Health having a mix of Numina, Miracle and Regen. Tissue, and Stamina having 4 from Performance Shifter. I've also seen 6 slots in both, with full sets as opposed to mixed. Also, I haven't seen much slots devoted to Physical Perfection and I was wondering if there was a specific reason behind this. Slotting suggestion for that one would be appreciated as well.
As an aside, I have a similar question for the defensive toggles (focused fighting, etc.): 4 slots, or 5? I've seen both.
I'd really like to be able to aim for something, and get the slotting "right" without needing multiple respec's.
Thank you!