CJ vs Weave (DM/SR)


Doomguide

 

Posted

All,

I just hit level 48 on my Dark Melee / Super Reflexes scrapper. At level 49 I'll take either Weave or Combat Jumping. Which do you recommend?

I have crafted and placed all my level 50 enhancements except for my 1 single purple recipe in Siphon Life (I happened to get one so I'm using it). I've even crafted my level 49 and 50 enhancements for CJ or Weave, I just don't know which to take.

If I go with Weave (as planned) then I'll have 47.5 or more to everything. That way, with 94% or so defense debuff resistance, even when debuffed, I'll be at the def cap. Of course, the endurance cost is higher.

If I go with Combat Jumping, I'll have only 44.7 to about 45 on my defenses, so when I'm defense debuffed, I'll be floating at about 42. Scary, considering I'll be taking almost double damage effectively. On the other hand, the endurance cost will be a lot less, I'll have greater jump height, and in theory my Dark Melee innate accuracy debuffs against foes could maybe cover the gap. Plus I've got a heal attack.

Then again again, I seem to be able to handle the endurance costs with my blue bar barely moving as it is, so I can probably handle Weave just fine.

BTW, I am NOT interested in BOTZ in CJ, even if I do go the CJ route. I won't go into why, but I'm not considering it. I'm just considering CJ with Def slotting vs Weave with Def slotting.

What would you do?

For reference, here is my build.

Thanks,

Lewis

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Starscape: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(39)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(45), Ksmt-ToHit+(45)
Level 2: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(39)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(13)
Level 6: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-%ToHit(43)
Level 8: Siphon Life -- Hectmb-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(37)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(40)
Level 24: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 28: Quickness -- Run-I(A)
Level 30: Dodge -- DefBuff-I(A), DefBuff-I(42)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), DampS-Rchg/EndRdx(34)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 38: Agile -- DefBuff-I(A), DefBuff-I(42)
Level 41: Lucky -- DefBuff-I(A), DefBuff-I(42)
Level 44: Boxing -- Acc-I(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 49: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(50), RedFtn-Def/EndRdx(50), RedFtn-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

What are you trying to do with the build

Tell you the truth I dropped TOF on my dm/sr and never looked back; I know some swear by it but I like to do damage

I see a lot of ways to improve the build just trying to fond out what you are trying to do with it 4 slotting CJ is wasting slots unless you are going for specific Io set bonuses which you where not in your build

Even with consumption which has a long recharge you may run into endurance problems with the build


Ok a minor change in dropping tof I kept SS but it reality I done this before even nija run on my /srs I used sprint + quickness + swift and a couple IO speed buffs and did just fine with ninja run it is even easier but I left SS in and here is a buidl I came up with just by dropping tof only and shifting slots around I soft capped you increased your endurance + reg +Hp and your + rech and added Conserve power if you want you could drop Dark consumption and fit CP and PP instead as an option and drop a reg tissue in the slot for even more and you are better off putting you purple proc in SP or Smite since those attacks in the chain get cycled more often

Just some ideas


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

I'm not trying to do anything in particular with the build, other than soft-capping it.

As for Touch of Fear, I like it for 2 reasons. First, when I exemplar down (and I do) it is nice to have some mitigation (since I won't be soft-capped). Also, conceptually, I want to take the power because it is part of the fun and the flavor of the set.

For the slots in my level 49 power, the reason I have 4 slots there is because my initial plan is to take Weave, unless someone convinces me that Combat Jumping is better and that "only" having 45% defense is OK (compared to 47.5%) for times when I am defense debuffed. Now, if I do switch to Combat Jumping, then sure, I don't need to slot for endurance reduction at all. But until I make the decision, I'm just planning on leaving the slots there.

As for the recovery, I haven't had any problems at all. I ran all my attacks at full speed for an extended period with my 4 toggles (including Tough) running and I almost never had to use Dark Consumption at all, and I don't even have a Miracle in the build yet (I have pretty much everything else slotted in tho since I'm level 48). I had no endurance issues at all. When fighting Carnies, I used Dark Consumption when I got drained by their death-wail, but thats about it. So, I don't think adding Weave to the mix will crush me. Still, ya never know, and so that is why I'm asking.

One other point is that I don't particularly care about global recharge. I've got some, but this is mostly just a fun/casual build. This was one of my day-one characters from about 6 years ago.

I made her on day one, but remade her a ton of times because I used to hate /SR back in the day, but that was the best concept fit. But, I deleted and tried DM/DA, DM/Inv, DM/Regen, and hated them all (and played them all into the 30s). I then re-made her as DM/SR and played her up to 35 or so. Then Willpower came out, I remade her and got her to level 43, but just wasn't happy conceptually. Then I finally got to the point that I had the resources and access to inventions that I never had in the day. I realized I could soft-cap her, so I deleted her at 43 and re-made her again as DM/SR and I'm finally happy with her now that I'm floating at near the softcap.

I guess what I'm trying to say is that this is an old nostalgia character who I want to soft cap, but I'm otherwise not looking to spend money on her or go crazy with her build.

Thanks,

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by Hejtmane View Post
Ok a minor change in dropping tof I kept SS but it reality I done this before even nija run on my /srs I used sprint + quickness + swift and a couple IO speed buffs and did just fine with ninja run it is even easier but I left SS in and here is a buidl I came up with just by dropping tof only and shifting slots around I soft capped you increased your endurance + reg +Hp and your + rech and added Conserve power if you want you could drop Dark consumption and fit CP and PP instead as an option and drop a reg tissue in the slot for even more and you are better off putting you purple proc in SP or Smite since those attacks in the chain get cycled more often
Did you mean to post a build? I didn't see it.

Anyway, to me Super Speed is critical to the concept of the character. I would drop every power before I dropped it. She is supposed to be a speedster who uses dark magics to accomplish it. So, Super Speed is essential. Plus it is fun.

Also, I hate powers like Conserve Power. I never remember to click them. I have enough challenge just remembering to click Hasten (since I have to have Practiced Brawler on auto).

What do you mean by "PP"?

Also, for my purple, its not the proc, its a dam/rech. I specifically put it in Siphon Life because I wanted the frankenslotting numbers to be good so that it was useful simply as a normal attack, but with decent healing also.

Thanks,

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
Did you mean to post a build? I didn't see it.

Anyway, to me Super Speed is critical to the concept of the character. I would drop every power before I dropped it. She is supposed to be a speedster who uses dark magics to accomplish it. So, Super Speed is essential. Plus it is fun.

Also, I hate powers like Conserve Power. I never remember to click them. I have enough challenge just remembering to click Hasten (since I have to have Practiced Brawler on auto).

What do you mean by "PP"?

Also, for my purple, its not the proc, its a dam/rech. I specifically put it in Siphon Life because I wanted the frankenslotting numbers to be good so that it was useful simply as a normal attack, but with decent healing also.

Thanks,

Lewis
Physical Perfection I understand keeping toof and SS that is why I asked let me redo it with TOF and see if I can help the build out look at my Siphon life build with the HO's it does capped acc/dmg close to heal and still gives you recharge and end discount


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

Quote:
Originally Posted by UnicyclePeon View Post
As for Touch of Fear, I like it for 2 reasons. First, when I exemplar down (and I do) it is nice to have some mitigation (since I won't be soft-capped).
Then what you want to do is use your second build for exemplaring down by:

1. Five- and six- slotting all your powers chosen for level 32 and under.

2. Frankenslot for maximum aspect enhancement, not IO bonuses. You want level 45+ IOs and HOs that enhance multiple aspects that give more overall enhancement. Since exemplaring over-reduces enhancement values, you want to over-enhance way past ED. Aim for 100-120% values for Damage and ACC. When you exemplar down to level 15, it will wind up being only 50% in value.

3. For powers at levels 35 and above, pick utility powers that don't need slotting, such as Vengeance or Team Teleport or Stealth. This way, your 'low level' build will still be functional for most level 50 stuff. Also, you'll be able to switch builds every 15 minutes to recharge Assemble the Team and Mission TPer rather than wait an hour for them.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Like you said, Weave won't be doing you much good, and it's quite the endurance hog to boot, so if you don't need it I'd skip it. I always like CJ for an extra spot if I've got the room for it, plus even if you don't like/need the BoTZ pre/post nerf, you can still put a Kismet unique, Winter's Frost unique and a LoTG +recharge in it. Thats what I usually do.

Looking at your build, you could move the kismet out of where its at and put it in CJ and then fully 6-slot FF with Red's. that gets you to where you can free up some slots elsewhere as you will be that much over the 45% target.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Then what you want to do is use your second build for exemplaring down by:

1. Five- and six- slotting all your powers chosen for level 32 and under.
Well, I also need touch of fear for my global defense bonuses. I might be able to make them up elsewhere, but I still like having the power even at level 50.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by Whisky_Jack View Post
Looking at your build, you could move the kismet out of where its at and put it in CJ and then fully 6-slot FF with Red's. that gets you to where you can free up some slots elsewhere as you will be that much over the 45% target.
Hmm, I suppose I could do that. I do like having the kismet bonus available when I exemplar, but its not a big deal, and I could get more ranged def that way. Then CJ could be 2 level 50 defense IOs and a Kismet or something. I'll think about that. Not bad at all.

Thanks,

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I bet you'll object to any changes to your power choice. But anyway, I made some modifications as follows.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Starscape: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(39)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(45)
Level 2: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(17)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(13)
Level 6: Touch of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-%ToHit(43)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(9), Nictus-Heal/HP/Regen/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), Dmg-I(15), Dmg-I(37)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), Efficacy-EndMod(21), Efficacy-EndMod/Acc(21)
Level 22: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), EndMod-I(40), EndMod-I(46)
Level 24: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(45)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 28: Quickness -- Run-I(A)
Level 30: Dodge -- DefBuff-I(A), DefBuff-I(42)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(36), S'dpty-EndRdx(46)
Level 38: Agile -- DefBuff-I(A), DefBuff-I(42)
Level 41: Lucky -- DefBuff-I(A), DefBuff-I(42)
Level 44: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run


 

Posted

I definitely object to dropping Shadow Punch for Boxing, even if it saves a slot. I like shadow punch, and its a concept character first, and she should have shadow punch. I also object to the use of Petrifying Gaze, simply because all of her powers must be melee range only in order to fit my concept. Too bad tho, I'd love to get the bonuses from the hold set. I also thoroughly reject the change to Siphon Life. I don't want to lose the end reduction.

However, I really like some of the ideas you had with the Evasion set and Dark Consumption. I may see if I can help my numbers with those, without sacrificing my concept.

Thanks,

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Here is another build I came up with which soft caps you can play around with

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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

Guess my thoughts are

The original build's defense numbers are fine. You'll have trouble ever noticing the difference in values between 44.x and 45.x for running normal pve missions. Doubtful, given the presence of Siphon Life, that even if you did notice that it would ever significantly impact your survival. Against tougher and higher level spawns and targets (+4/x8 and similar) what I'd probably notice first is a tendency to miss just a bit more often during Soul Drains downtime. You'll be dead, I suspect, from consecutive low single digit to hit rolls (RNG hate ) long before anything resembling cascading defense failure happens if that is your worry.

I'd go Combat Jumping (vs Weave) for the maneuverability as much as any other reason. CJ+SS=good, Hurdle+SS=good, CJ+Hurdle+SS=priceless (or something like that )

I think to make significant improvements to the build I'd want to go beyond >>> "I'm not trying to do anything in particular with the build, other than soft-capping it."


 

Posted

Cool. Works for me!

Thanks,

Lewis


Random AT Generation!
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