Shield Defense & Leadership


Adeon Hawkwood

 

Posted

OK, just looking for some opinions here...

I'm weighing options on my shield scrapper; Phalanx Fighting & Grant Cover vs Maneuvers & Assault.

I know if you do a quick look at the numbers, Phalanx Fighting has better numbers. BUT, if I was reading right, it also only protects you against 3 attackers and at a closer range. I forgot the numbers on Grant Cover.

Anyhoo, I'm thinking that Maneuvers (despite the lower numbers), might be a better overall deal, esp if properly slotted, and then I can add in Assault and give the team a damage boost as well.

Any opinions?


 

Posted

Quote:
Originally Posted by Stardrive View Post
OK, just looking for some opinions here...

I'm weighing options on my shield scrapper; Phalanx Fighting & Grant Cover vs Maneuvers & Assault.

I know if you do a quick look at the numbers, Phalanx Fighting has better numbers. BUT, if I was reading right, it also only protects you against 3 attackers and at a closer range. I forgot the numbers on Grant Cover.

Anyhoo, I'm thinking that Maneuvers (despite the lower numbers), might be a better overall deal, esp if properly slotted, and then I can add in Assault and give the team a damage boost as well.

Any opinions?
Phalanx Fighting gives *you* 3.75 defense (unenhanceable) and also grants *you* an extra amount of defense for each ally within close proximity. Most SD scrappers do not rely on the buff for allies nearby. It is an auto and does not use endurance.
Grant cover gives *you* some amount of defense debuff and -recharge resistance, and gives your allies some defense (around 10 percent, I believe).

Maneuvers gives you and your team 2.28 defense (enhanceable)
Assault gives you and your team a 10.5 percent damage boost (about half a small red).
They both are toggles which cost endurance to run.

In my opinion, phalanx and grant cover are far superior to the leadership pool, especially since scrappers receive less buffs from them compared to controllers or defenders.


 

Posted

I had a nice reply typed up but the forum ate it. Igor said everything I wanted to say though.


@Demobot

Also on Steam

 

Posted

I agree with Igor, the only real advantage to taking Leadership in a team setting is that Maneuvers has a longer range than Grant Cover. For protecting yourself Phalanx is better than Maneuvers. For protecting allies in close range Grant Cover is better than maneuvers. For protecting allies away from you Maneuvers is best.

Another way to look at it is that Grant Cover provides you with an emergency response power. If you see an ally in trouble and you move to help them Grant Cover is then providing them with a largish chuck of positional defense (8.4%-13% depending on slotting) to help keep them alive while you beat things up. Maneuvers provides a more consistent defense bonus but even with slotting it's only 3.5% which isn't that useful unless it's being stacked with something else (this is why Maneuvers is popular amongst FF defenders, they KNOW they will be stacking it with soemthing else).

Finally Grant cover gives you a decent chunk of DDR and Slow Resist which SD is a little light on.


 

Posted

Wow, bigger difference than I thought. Gotta learn to read the power descriptions a bit better and get better with Mids. lol


 

Posted

With leadership you get Manuevers, Tactics and Vengeance. I wouldn't take Assault as AAO and Build Up (or the equivalent in your primary) boosts your damage much more effectively/efficiently. No reason not to take both Phalanx Fighting and Manuevers to boost your defense (and as LotG slots). Additionally Tactics can be slotted with Gausians for the defensive set bonus and the build up proc. Vengeance is another LotG mule and its an amazing buff (a number of times in my experience things went south, team members started dropping, and Vengeance averted a team wipe). I have a shield scrapper with soft capped ranged/melee defense (aoe is close at just over 43%...and if I had the inf for a pvp enhancement I could soft cap aoe). Of course with Phalanx Fighting and just 1 teammate I'm comfortably over the soft cap for ranged/melee and aoe.

Its actually easier to hit the soft cap if you take the Fighting pool powers. But then you have a "wasted" power choice in Boxing/Kick and Tough is just a mule for the Steadfast 3% global defense IO both of which have to be taken to get Weave. However, the defensive bonus from Weave and the IO in Tough get you more defense with less slots than the Leadership pool (of course you dont get the other benefits of either Tactics or Vengeance).

The only reason one would take Grant Cover is for the Defense Debuff Resistance. One is, after all, a Scrapper and not a Defender. I took Leadership on my Scrapper strictly for the benefits to the Scrapper and the effects benefiting teammates were just icing on the cake, so to speak. Unless, obviously, you are teaming on a regular basis with another Scrapper who has also agreed to take Grant Cover so the two of you (or more?) are mutually covered (no pun intended). Without Grant Cover you can get about 30-40% Defense Debuff Resistance from Active Defense and Battle Agility. I regularly run the ITF, with my Shield Scrapper sans Grant Cover, and face massive debuffs from the Cimerorans which I find can be dealt with through the creative use of inspirations and/or a properly equipped teammate.

Good Luck with your build.


 

Posted

Quote:
Originally Posted by filcher View Post
Its actually easier to hit the soft cap if you take the Fighting pool powers. But then you have a "wasted" power choice in Boxing/Kick and Tough is just a mule for the Steadfast 3% global defense IO both of which have to be taken to get Weave.
Not really. Tough plus deflection gets you around 32% S/L resistance, which is noticeable.


 

Posted

Quote:
Originally Posted by filcher View Post
With leadership you get Manuevers, Tactics and Vengeance. I wouldn't take Assault as AAO and Build Up (or the equivalent in your primary) boosts your damage much more effectively/efficiently. No reason not to take both Phalanx Fighting and Manuevers to boost your defense (and as LotG slots). Additionally Tactics can be slotted with Gausians for the defensive set bonus and the build up proc. Vengeance is another LotG mule and its an amazing buff (a number of times in my experience things went south, team members started dropping, and Vengeance averted a team wipe). I have a shield scrapper with soft capped ranged/melee defense (aoe is close at just over 43%...and if I had the inf for a pvp enhancement I could soft cap aoe). Of course with Phalanx Fighting and just 1 teammate I'm comfortably over the soft cap for ranged/melee and aoe.

Its actually easier to hit the soft cap if you take the Fighting pool powers. But then you have a "wasted" power choice in Boxing/Kick and Tough is just a mule for the Steadfast 3% global defense IO both of which have to be taken to get Weave. However, the defensive bonus from Weave and the IO in Tough get you more defense with less slots than the Leadership pool (of course you dont get the other benefits of either Tactics or Vengeance).

The only reason one would take Grant Cover is for the Defense Debuff Resistance. One is, after all, a Scrapper and not a Defender. I took Leadership on my Scrapper strictly for the benefits to the Scrapper and the effects benefiting teammates were just icing on the cake, so to speak. Unless, obviously, you are teaming on a regular basis with another Scrapper who has also agreed to take Grant Cover so the two of you (or more?) are mutually covered (no pun intended). Without Grant Cover you can get about 30-40% Defense Debuff Resistance from Active Defense and Battle Agility. I regularly run the ITF, with my Shield Scrapper sans Grant Cover, and face massive debuffs from the Cimerorans which I find can be dealt with through the creative use of inspirations and/or a properly equipped teammate.

Good Luck with your build.
I'd take fighting over leadership on a scrapper any day. A well slotted tough stacks nicely with deflection (or other resistance power) and adds noticeable s/l resistance. If you use it to just mule the Steadfast than I submit that your build isn't really that optimal. Leadership mods for scrappers are awful. The Gaussians can go into build up and shield defense has so many places that it can take a LoTG that you don't need vengeance as a mule power pick.

Also what I don't understand that you advocate using tough to mule a set but at the same time say that boxing is a wasted pick even though it can mule a number of very useful sets, even with just 2 slots.


 

Posted

I like the Leadership pool in my "budget" defensive softcap builds. Manuevers for the aforementioned 3.5% defense and Tactics can usually be minimally slotted for some good defense bonuses as well. The endurance drain on the powers can be a bit though, which means you'll have to slot everything for more endurance which usually hurts your build in the recharge department. Once you've got the cash to buy the expensive sets though, it'll likely be best to respec out of it and grab more usefull tools that are available.


 

Posted

Quote:
Not really. Tough plus deflection gets you around 32% S/L resistance, which is noticeable.
Yes you can slot for damage resistance to a "respectable" level. However the most "optimized" build I've seen soft caps defense and rather than slotting for damage resistance and uses its resources (i.e. slots) for health, regeneration, recharge and endurance reduction.

Quote:
I'd take fighting over leadership on a scrapper any day.
You are certainly entitled to your opinion. I am not advocating taking one over the other. In fact I pointed out the Fighting Pool actually makes it easier to hit the soft cap. How you slot for damage resistance is a side point. What you gain from S/L res slotting in Tough and Deflection I would (IMHO) say that you lose in accuracy, perception, team buffs, Vengeance emergency heal-defense god mode, and the recharge bonus from Adjusted Targetting in Build Up as well as the frequent firing off of the Gausian b/u proc as its slotted in a toggle rather than a click power. I find the trade off acceptable but you may not...again you are entitled to your opinion.

Quote:
If you use it to just mule the Steadfast than I submit that your build isn't really that optimal.
And I would submit to you that this, again, is an opinion. With soft capped defense you do not need the dam res from Tough and the slots (IMHO) are better spent on things like health, regeneration, recharge and endurance bonuses.

Quote:
Also what I don't understand that you advocate using tough to mule a set but at the same time say that boxing is a wasted pick even though it can mule a number of very useful sets, even with just 2 slots.
If you are slotting Boxing/Kick I would submit that your build certainly isn't optimal. Of course that is entirely my opinion.


NOT TO TOOT MY OWN HORN BUT...

I have played a ele/sd Scrapper to level 50 and used Leadership rather than the Fighting Pool. I recieve multiple requests for build information with every team he's been on. Arc-Hammer (Justice) can solo the cysts in the ITF and can tank Romulus in the end fight. Maybe my build isn't "optimal" but it sure is darn close. And, I might add, I didn't devote a single slot to damage resistance nor do I have a single power that sits unused (aka boxing/kick). However if you prefer an easier route to soft capping defense by all means take the Fighting Pool as it is certainly a viable option.

To the OP...my only advice on Leadership is to NOT take Assault. Do take Phalanx Fighting (even if you solo). And if you have an open power choice Grant Cover is not a bad option for it's defense debuff resistance (it can also serve as a LotG mule). As an aside, in my build, GC could easily be swapped with Vengeance.


 

Posted

"With soft capped defense you do not need the dam res from Tough and the slots (IMHO) are better spent on things like health, regeneration"
--I'm a little confused. You're saying softcapped defense is enough that you don't need dam resist (and I find that statement ridiculous), yet you advise getting health and regen bonuses to add to survivability. Make up your mind. Does the build need more survivability after softcapped defense or not? Not only that, but with True Grit and the passive accolades you will basically be at the HP cap so those +HP bonuses won't do jack s***.

"If you are slotting Boxing/Kick I would submit that your build certainly isn't optimal."
--Then you probably haven't made many builds. Those two powers can slot some of the best sets in the game if you have the slots to spare. Absolute Amazement, Stupefy, Kinetic Crash, and Kinetic Combat to name but a few.

"frequent firing off of the Gausian b/u proc as its slotted in a toggle rather than a click power"
--You would be surprised how little this actually fires off when it's going to be of much use. You're generally better off putting it in BU.

"In fact I pointed out the Fighting Pool actually makes it easier to hit the soft cap."
--Which allows you to slot for more recharge. And you obviously want SC up as much as possible.

"How you slot for damage resistance is a side point."
--THEN WHY DO YOU MENTION IT SO MUCH??? Practically your entire post is about how he doesnt need damage resistance and yet here you say it is nothing but a side point???

"However the most "optimized" build I've seen soft caps defense"
--You realize nearly every single shield build softcaps defense? Not just the "optimized" ones. (There are a few BS builds who use parry to make up for lack of melee def and a few others who use purple insps regularly)

"NOT TO TOOT MY OWN HORN BUT... "
--.....but you're going to do it anyway.

"can solo the cysts in the ITF"
--Gratz. So can my un-IOd dark/elec defender.

Side Note: Scrappers gain the least benefits out of all the ATs from the leadership pool. They have the lowest numbers.

Side Note: You talk about how leadership is better b/c it helps out the team but you also mentioned that you didn't take Grant Cover. You realize GC is about 5 times as strong as Manuevers? And the accuracy gained from tactics is nice but probably not worth a power choice. Most of the melee attack sets, and also defense sets have accuracy bonuses which are already more than enough. (GC will also help prevent cascading defense issues) And if you really want to sacrifice your character's overall capabilities for the team, go make a *gasp* defender.


 

Posted

Quote:
Originally Posted by filcher View Post
Yes you can slot for damage resistance to a "respectable" level. However the most "optimized" build I've seen soft caps defense and rather than slotting for damage resistance and uses its resources (i.e. slots) for health, regeneration, recharge and endurance reduction.
Nobody is talking about slotting for resistance at the expense of defense. W're talking about resistance on top of softcapped defense.

It's interesting that you bring up the slot-efficiency argument, since the lower defense value on Maneuvers means you will devote more slots on set bonuses to softcap your own defense. You are wrong when you claim that Fighting pool builds will have lower health, renegeration, recharge, accuracy and so on, since the ease of softcapping frees up slots to improve those areas.


 

Posted

Quote:
Originally Posted by DaveMebs View Post
Not only that, but with True Grit and the passive accolades you will basically be at the HP cap so those +HP bonuses won't do jack s***.
Not that I disagree with what you've said overall, but you've got a rather glaring error here. True Grit grants you a 10% increase to your max hp, slotted up to 19.5%. The passive accolades give you 20%. The Scrapper hp cap is 180%. You'd need to make up 40.5% +hp in order to get to the cap. You'd need almost every set bonus to get there.

The biggest issue I would point out is the fact that Maneuvers and Assault cost a great deal more (.78 end/sec) than Phalanx Fighting and Grant Cover (.15 end/sec). The benefit you're getting for that vastly larger endurance cost is marginal at best: Assault is a pittance of +dam on a Scrapper (and on almost any AT as well, honestly). Phalanx Fighting gives you the same personal defense that you'd get from Maneuvers and Grant Cover grants more defense to your allies than Maneuvers and some not-insubstantial debuff resistance. From a numbers perspective, there's no contest.


 

Posted

Quote:
--I'm a little confused. You're saying softcapped defense is enough that you don't need dam resist (and I find that statement ridiculous), yet you advise getting health and regen bonuses to add to survivability
I understand your confusion. It comes from misreading what was written and making conclusions based on incorrect assumtions.

Quote:
--Then you probably haven't made many builds. (RE: my comment on slotting boxing/kick) Those two powers can slot some of the best sets in the game if you have the slots to spare.
Again making a baseless assumption. The key here is "if you have the slots to spare"...yes and I could also slot Kinetic Combat into Brawl "if I had the slots to spare".

Quote:
--You would be surprised how little this (the b/u proc in Gausians-filcher) actually fires off when it's going to be of much use. You're generally better off putting it in BU.
Being that is ONE of a number of benefits I listed of going the leadership route, and a side benefit at that, I fail to see your point. And your assertion that it is "generally" better off in Build Up appears to be made based on an assumption one would have either or which is obviously not the case. Certainly a build with both Tactics AND Build Up gains bonuses from Adjusted Targetting as well as Gausians in addition to the other benefits of having Tactics (such as +perception) that a build without one (or the other) would not.

Quote:
Side Note: You talk about how leadership is better...
Again you mischaracterize my statements. In fact throughout most of your post you deride what you "think" I meant rather than quote what I "actually" wrote. I will point out again that the Fighting Pool gives you an easier route to soft capped defense and Grant Cover is a viable option for it's defense debuff resistance and an open slot for LotG but that since the OP asked about the Leadership Pool I simply pointed out it's benefits from a base of experience that I've had in using it.

Quote:
You are wrong when you claim that Fighting pool builds will have lower health, renegeration, recharge, accuracy and so on, since the ease of softcapping frees up slots to improve those areas.
I find it oddly amusing that I am attributed with making claims I can find nowhere in my posts. What I did assert, and I stand by this assertion, is that if you spend slots on damage resistance you cannot devote them to things such as health, regeneration, recharge and endurance reduction. I would stipulate a small caveat in that the set bonus from a damage resistance set may give you a small increase in health but at the expense of maxing out your damage resistance value (unless you devoted more slots to damage resistance which would then impact your defense).

I MIGHT POINT OUT...that I did not bring up leadership as a "better" build but that the OP asked for advice on adding Leadership to a build. I have built Shield Scrappers with Leadership, with Fighting and without either. All of them "viable" builds and most soft capped defense to boot. Leadership gives the Scrapper several valuable tools not available to one built with Fighting but at the expense of easily maximizing defense (yet it can still be done) and sacrificing some damage resistance enhancement (if thats something one would want to do).


 

Posted

Quote:
Originally Posted by filcher View Post
What I did assert, and I stand by this assertion, is that if you spend slots on damage resistance you cannot devote them to things such as health, regeneration, recharge and endurance reduction. I would stipulate a small caveat in that the set bonus from a damage resistance set may give you a small increase in health but at the expense of maxing out your damage resistance value (unless you devoted more slots to damage resistance which would then impact your defense).
*sigh*

I was going to leave this alone but I just have to clear this up.

I have a fire/shield build that is soft capped, has +95% recharge, has 309% regen, 3.61 end/sec recovery *and* has 30% damage resstance. So this statement you keep making that "if spend slots on damage resistance, you cannot devote them to things such as health, regeneration, recharge and end reduction" is patently false.

I'll be happy to post the build if you want to see it.

Also, one thing you keep missing is that if you have a decent amount of damage resistance you actually need less health and less regen. Regen is extremely poor mitigation for big bursts of damage. Having a decent amount of resistance makes for a sturdier character than having good regen. Further, as I stated already, you can easily have both.

Instead of trying to get in the last word for no reason, you ought to read what DaveMebs wrote in his response. You may not like his tone, but he is right on the money in terms of his critique of your post. I honestly wasn't going to respond to this thread because you seem to be the type of person who has to get the last word in regardless of whether or not they're right. Frankly, I'm not here to educate you on your misconceptions and if you want to go with something less effective than you should feel free to.


 

Posted

Fury Flechette, putting aside fromy the smary remark about having to have the last word I would indeed love to see your build. I must say I am duly impressed with your numbers. I must admit I am skeptical and wounder if you have not sacrificed in other areas (such as damage, accuracy etc.) to reach those numbers. And regardless of what sacrifices, if any, you have made on that particular build its performance vs the spawn that really matters in the end and of which I'm sure you build meets or exceeds expectations.


 

Posted

Quote:
Originally Posted by filcher View Post
Fury Flechette, putting aside fromy the smary remark about having to have the last word I would indeed love to see your build. I must say I am duly impressed with your numbers. I must admit I am skeptical and wounder if you have not sacrificed in other areas (such as damage, accuracy etc.) to reach those numbers. And regardless of what sacrifices, if any, you have made on that particular build its performance vs the spawn that really matters in the end and of which I'm sure you build meets or exceeds expectations.
Build posted.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Flame Fencer Revised v3: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%:40(A), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(21), T'Death-Dmg/EndRdx:40(21), T'Death-Acc/Dmg:40(31), T'Death-Dmg/EndRdx/Rchg:40(31)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), S'fstPrt-ResDam/Def+:30(17), GA-3defTpProc:50(50)
Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(13)
Level 4: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Regen/Rcvry+:50(5), RgnTis-Regen+:30(13), Panac-Heal:50(17), Panac-Heal/+End:50(40)
Level 6: Cremate -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg:50(11), C'ngImp-Dmg/EndRdx:50(19)
Level 8: Swift -- Run-I:50(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(27), Zephyr-ResKB:50(36), LkGmblr-Rchg+:50(37), Ksmt-ToHit+:30(43)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(37)
Level 18: Fire Sword Circle -- Armgdn-Dam%:50(A), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg/EndRdx:50(40), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Dmg/Rchg:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod:50(23), P'Shift-EndMod/Acc:50(34)
Level 22: Against All Odds -- EndRdx-I:50(A)
Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(40)
Level 26: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(29), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(31)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Tough -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam:50(43), Aegis-ResDam/EndRdx:50(46)
Level 35: Shield Charge -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Rchg:50(39), Oblit-Dmg:50(50)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42)
Level 44: Fire Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Acc/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Dmg/Rchg:50(46)
Level 47: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

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Posted

Quote:
Originally Posted by Umbral View Post
Not that I disagree with what you've said overall, but you've got a rather glaring error here. True Grit grants you a 10% increase to your max hp, slotted up to 19.5%. The passive accolades give you 20%. The Scrapper hp cap is 180%. You'd need to make up 40.5% +hp in order to get to the cap. You'd need almost every set bonus to get there.

Oh really? I could've sworn I've seen numerous posts about how TG and HPT allow you to cap HP. I'm probably mixing it up with tankers and/or Dull Pain.

To filch:

I'm not entirely sure why you said I didn't quote you. I actually did quite a few times. I just used quotation marks instead of typical forum quotes.

And filcher, you mind posting whatever shield build you have that gets so many comments? I'm interested in how much regen/HP you have gained by not taking the fighting pool.


 

Posted

Quote:
Originally Posted by DaveMebs View Post
Oh really? I could've sworn I've seen numerous posts about how TG and HPT allow you to cap HP.
Even with Tankers you're not likely to cap with just True Grit (or HPT) and the passive accolades. True Grit is a 10% +hp buff across all ATs and the Tanker HP cap is 170%. You'd need to make up 30% +hp rather than 40%. It's not impossible to cap an SD or WP Scrapper or Tanker, but it's something you have to specifically build for. Expecting to be at the cap with just the power and the passive accolades is rather naive though.

Quote:
I'm probably mixing it up with tankers and/or Dull Pain.
You're probably recalling all of my various rants at people concerning +hp set bonuses in the presence of Dull Pain (or Earth's Embrace or any other power that shares the same attributes), which actually will take you to within a couple hp of the max with the passive accolades.


 

Posted

Heh, yeah I think so


 

Posted

Thank you for posting your build. It is highly impressive. I don't know that I have the time nor inclination to gather together the resources for the purple sets you have or the pvp enhancements.

However your build proves my point, specifically True Grit is slotted for health and regeneration NOT damage resistance. If you were to slot it for damage resistance (not something I would advocate btw) then you could not slot it for health and regeneration (as well as the ranged defense set bonus). Ergo you cannot do both which goes to my original assertion.

While you can certainly devote some slots to damage resistance if you are relying on the ultra-expensive pvp enhancements and purple sets I don't think that it's a viable build without those.

Thank you again for posting the build you certainly made some choices (for the better) I hadn't considered.


 

Posted

Ok I am posting as a person who ran a build with out tough weave and with maneuvers + assault and one with it on my fire/sd scrapper I did this as a proff of concept of a build that you could go without tough weave and still solo an AV (I do have aidself)

Can you make a build using Maneuvers + assault and no fighting pool and still solo an AV ? heck yes you can I proved it even ran the all scrapper STF with that build. I tell you right now my tough + weave build has done way way better in surviving by going to 30+% s/l resistance because the amount of burst damage was reduced and so if Marauder or someone got lucky with close together monster hits I was not dead.

I like the leadership pool and have it on some other scrappers

My current build boast a 37.5% global recharge I am working on another 10% buff; if I want i could swap out a kismet and add another 7.5%recharge but I like my Kismet. I also boast a decent 14.4 hp regen rate will jump to 16.8 when I get my +regen tissue IO

I am still chasing 1 purple in my build and chasing a + regen tissue I have played very little the last 3 months due to real life kids+ work + holidays + son was getting close on his Arrow of Light


Here is my current build

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Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

Well I finally got around to downloading Mids and inputting my builds. Here is my ele/sd scrapper using Leadership:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Arc-Hammer: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), DefBuff-I(7)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), DefBuff-I(15)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(11), Zephyr-Travel/EndRdx(17), LkGmblr-Def(17), LkGmblr-Def/EndRdx(48)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), FrcFbk-Rechg%(23)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/Rchg(27), Numna-Heal/EndRdx(29), RgnTis-Regen+(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc/Rchg(50)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Numna-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(34), Numna-EndRdx/Rchg(34), Numna-Heal/EndRdx(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), DefBuff-I(36)
Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(39)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46), Mrcl-Rcvry+(48)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit


If you run the numbers you will see that he has a defense of melee 44.7% ranged 47% and aoe 46%. He has a regeneration bonus of 393%, a recharge bonus of 52.5% and a recovery bonus of 192%. I did switch out Vengeance for Grant Cover for the Defense Debuff Resistance (since I didn't slot for Damage Resistance those cascading defense failures can be catastrophic) and my teammates really appreciate the defensive aura I put out between GC and Manuevers. I find that those times I need some damage resistance One With Shield does just fine and I hardly notice the endurance crash (I just pop Conserve Power and keep on moving).


 

Posted

Modified your build to show you what it would look like with fighting pool.

Stats for this build:
196% (3.27/s) recovery (.93 end/s consumption)
409% regen
52.5% global recharge
31.3% smash/lethal resists

Your old build:
192% (3.2/s) recovery (.90 end/s consumption)
393% regen
52.5% global recharge
11.3% smash/lethal resists

Sorry, I still think that the flexibility of fighting outweighs the benefits gained by leadership. The only appreciable difference is that tactics would provide +perception and a constant tohit; however, fighting would allow you greater flexibility in the build to do more things.

Build:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Arc-Hammer: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dam%:40(39)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), S'fstPrt-ResDam/Def+:30(7), S'fstPrt-ResDam/EndRdx:30(37)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(11)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(15), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(11), Zephyr-Travel/EndRdx:50(13), LkGmblr-Def:50(17), LkGmblr-Rchg+:50(17)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(19), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Rchg:50(21), Sciroc-Acc/Dmg/EndRdx:50(21), FrcFbk-Rechg%:50(23)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(37)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx:50(29), RgnTis-Regen+:30(29), Heal-I:50(48)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-Acc/Rchg:50(50)
Level 22: Against All Odds -- EndRdx-I:50(A)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(33), Numna-Heal/EndRdx/Rchg:50(33), Numna-Heal/Rchg:50(34), Numna-EndRdx/Rchg:50(34), Numna-Heal/EndRdx:50(34)
Level 28: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(46)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 38: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(43), Aegis-ResDam:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(45), Numna-Heal/Rchg:50(46), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(48), P'Shift-End%:50(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit

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