Steadfast 3% on a SR ?


Biospark

 

Posted

Am enjoying my first serious scrapper, a Claws / Super Reflexes, very much.
But looking to the future and a three position soft capped IO build is there Any Way to slot the Steadfast +3% Defense IO other than taking the Fighting Pool and using Tough?

Thanks,
Jak


 

Posted

Look at it this way, it gives you an excuse to grab Weave too for more +def to all. Not sure how hard it'd hit your endurance, though... Claws is very endurance-light, isn't it?


 

Posted

You don't need it to softcap SR. Grabbing weave alone is enough.

Here's a rough example of a softcapped build without tough/weave but with aid self:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(21), RedFtn-Def(21)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 22: Quickness -- Run-I(A)
Level 24: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(48)
Level 26: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(48)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31), LkGmblr-Def(48)
Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 38: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 41: Stimulant -- EndRdx-I(A)
Level 44: Aid Self -- IntRdx-I(A), Mrcl-Heal/EndRdx(45), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46)
Level 47: Dodge -- LkGmblr-Rchg+(A)
Level 49: Caltrops -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run



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Posted

If you're gunning for 32.5 to level with - which is more than enough before 50, - grab tough, don't bother with socketing it or weave, and just stick the Steadast IO in there. Look here - 32.8% def to each position. Sure, it's not the soft-cap, but soft-capping is really overkill for most content.

Edit: Also, it's worth noting that the Steadfast IO is cheap to get your paws on by comparison to the rest of the sets required to get soft-cap levels of defence fast. But no, you have no better option than taking Tough.


 

Posted

As mentioned by Talen, us /SR's can only slot the Steadfast unique using Tough.

But as mentioned by others, if you're asking about plans for your character's future and softcapping him (I'm assuming you mean when you reach end game). Then there are many ways to soft cap an /SR... without a Steadfast unique.

I for one don't have the Fighting Pool and the 3% Steadfast unique. But I'm still softcapped. /SR being a defense set is one of the easiest to do so. So you have lots of options in how you wanna do it.

You don't have to take Tough for your end game build, if you don't want to. ^_^


 

Posted

I would take tough and weave with the steadfast as it opens up a lot of options in your build. And slotting touch of death gets the bonus, but its not the best set for your attack, which after all your a scrapper and not a tank so damage is your game


 

Posted

and running tough does reduce damage also so when s/l stuff gets through it doesn't hurt as much.


 

Posted

Quote:
Originally Posted by JakHammer View Post
Am enjoying my first serious scrapper, a Claws / Super Reflexes, very much.
But looking to the future and a three position soft capped IO build is there Any Way to slot the Steadfast +3% Defense IO other than taking the Fighting Pool and using Tough?

Thanks,
Jak
I believe that the Steadfast IO will be more valuable depending on your primary of choice.
Nemu's build is very nice and a good illustration of getting to the softcap.

Here is my build plan for a Martial Arts / SR which has tough and the steadfast IO.

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

Click this DataLink to open the build!

Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Thunder Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg(42)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Run+(13), GftotA-Def/EndRdx(40)
Level 2: Storm Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Run+(11), GftotA-Def/EndRdx(40)
Level 6: Swift -- Run-I(A)
Level 8: Crane Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Cobra Strike -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(15), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(36), RzDz-Immob%(50)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17), RgnTis-Regen+(29)
Level 16: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), DefBuff-I(31)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), DefBuff-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(34)
Level 22: Quickness -- Run-I(A)
Level 24: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), DefBuff-I(48)
Level 30: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(31)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx/Rchg(33)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(37), GftotA-Run+(37), GftotA-Def/EndRdx(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), GftotA-Run+(39), GftotA-Def/EndRdx(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Mrcl-Heal(45), Numna-Heal(45), Numna-Regen/Rcvry+(45)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), GftotA-Run+(48), Ksmt-ToHit+(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run



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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by theheat View Post
I would take tough and weave with the steadfast as it opens up a lot of options in your build. And slotting touch of death gets the bonus, but its not the best set for your attack, which after all your a scrapper and not a tank so damage is your game

Actually a set of Touch of Death (at level 40) smacks into the ED limit on damage, where it suffers is Accuracy and Recharge. I usually make up for the accuracy with set bonuses from elsewhere, and Quickness will make up for the lack of recharge on an SR.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

He was speaking about damage in general, not damage the CoH game mechanic ; or this could be me reading it that way because that's how I feel about it.

Sure, you can skip Tough/Weave, but the amount of sets you're going to devote for that extra 9% def you need to find are inventions you're not going to be able to use for +recharge, +damage, +HP (except for the sets who happen to do both) and maximising end/rech/acc/procs on powers.

If you really want the extra 3 powers, it's worth skipping Fighting ; otherwise, eh.


 

Posted

You're forgetting the other very good reason to pick up Tough, the extra Resistance it gives you.
Sure, Being at the soft-cap may leave a very small window for the enemies to hit you through, the problem is that window is open, so it's good to have the extra Res for when they do.
And heck, picking up Weave makes getting to the softcap just that much easier so that you dont have to compromise your attack chain to do it cheaply. (No self respecting scrapper should ever compromise their attack chain right?)


 

Posted

Thank you all very much for your insights and recommendations. At this point I am leaning towards going ahead and taking all 3 from the fighting pool. In the build I have put together I tried to emphasize recharge with solid accuracy and damage buffs. The IO levels, as shown, are set to exemplar friendly levels so that hopefully all sets are active at level 30 up.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Lizzz the Quickkk build 3 exemplar friendly: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg:32(A), C'ngImp-Dmg/EndRdx:32(3), C'ngImp-Dmg/Rchg:32(5), C'ngImp-Dmg/EndRdx/Rchg:32(15), C'ngImp-Acc/Dmg/Rchg:32(21), T'Death-Dam%:32(25)
Level 1: Focused Fighting -- GftotA-Def/EndRdx:32(A), GftotA-Def/Rchg:32(11), GftotA-Def/EndRdx/Rchg:32(27), GftotA-Def:32(34), GftotA-Run+:15(39)
Level 2: Slash -- C'ngImp-Acc/Dmg:32(A), C'ngImp-Dmg/EndRdx:32(3), C'ngImp-Dmg/Rchg:32(5), C'ngImp-Acc/Dmg/Rchg:32(13), C'ngImp-Dmg/EndRdx/Rchg:32(19), Achilles-ResDeb%:10(23)
Level 4: Focused Senses -- RedFtn-Def:32(A), RedFtn-Def/EndRdx:32(11), RedFtn-Def/Rchg:32(27), RedFtn-Def/EndRdx/Rchg:32(34), RedFtn-EndRdx:32(40), RedFtn-EndRdx/Rchg:50(42)
Level 6: Spin -- Oblit-Dmg:32(A), Oblit-Acc/Rchg:32(7), Oblit-Dmg/Rchg:32(7), Oblit-Acc/Dmg/Rchg:32(13), Oblit-Acc/Dmg/EndRdx/Rchg:32(17), Oblit-%Dam:32(23)
Level 8: Follow Up -- C'ngImp-Acc/Dmg/Rchg:32(A), C'ngImp-Dmg/EndRdx/Rchg:32(9), C'ngImp-Dmg/Rchg:32(9), C'ngImp-Acc/Dmg:32(25), C'ngImp-Acc/Dmg/EndRdx:32(31), AdjTgt-ToHit/Rchg:32(31)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Agile -- LkGmblr-Rchg+:25(A), LkGmblr-Def:25(15), LkGmblr-Def/Rchg:25(37)
Level 16: Dodge -- LkGmblr-Rchg+:25(A), LkGmblr-Def:25(17), LkGmblr-Def/Rchg:25(37), LkGmblr-Def/EndRdx:25(43)
Level 18: Health -- Numna-Regen/Rcvry+:30(A), Mrcl-Rcvry+:20(19), Numna-Heal:32(37), Numna-Heal/EndRdx:32(48)
Level 20: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:32(21), P'Shift-EndMod/Acc:32(42), P'Shift-EndMod/Rchg:32(43)
Level 22: Quickness -- Run-I:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+:10(A)
Level 28: Eviscerate -- Sciroc-Acc/Dmg:32(A), Sciroc-Dmg/EndRdx:32(29), Sciroc-Dmg/Rchg:32(29), Sciroc-Acc/Dmg/EndRdx:32(33), Sciroc-Acc/Rchg:32(33), Sciroc-Dam%:32(33)
Level 30: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def:25(31), LkGmblr-Def/EndRdx:25(40), LkGmblr-Def/EndRdx/Rchg:25(42)
Level 32: Maneuvers -- LkGmblr-Rchg+:25(A), Ksmt-ToHit+:30(34), LkGmblr-Def/EndRdx:25(50)
Level 35: Evasion -- GftotA-Def:32(A), GftotA-Def/EndRdx:32(36), GftotA-Def/Rchg:32(36), GftotA-Def/EndRdx/Rchg:32(36), GftotA-Run+:16(40)
Level 38: Lucky -- LkGmblr-Rchg+:25(A), LkGmblr-Def:25(39), LkGmblr-Def/Rchg:25(39), LkGmblr-Def/EndRdx:25(46)
Level 41: Focused Accuracy -- GSFC-ToHit:32(A), GSFC-ToHit/Rchg:32(43), GSFC-ToHit/Rchg/EndRdx:32(45), GSFC-Rchg/EndRdx:32(45), GSFC-ToHit/EndRdx:32(45), GSFC-Build%:32(46)
Level 44: Laser Beam Eyes -- Decim-Acc/Dmg:32(A), Decim-Dmg/EndRdx:32(46), Decim-Dmg/Rchg:32(48), Decim-Acc/EndRdx/Rchg:32(48), Decim-Acc/Dmg/Rchg:32(50)
Level 47: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
Level 49: Physical Perfection -- Heal-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:15(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
Level 6: Ninja Run

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Posted

Here's what I did, obviously it's a different primary but really I didn't take too much outside of SR in the build. Soft capped fairly easily, and the best thing, to me, about SR is that it's one of the easiest sets to pull off high Recharge with.

Maneuvers and Weave can both help with softcapping, but honestly it's not hard to get over 40% def all with sets before you have to start looking at some of the really expensive stuff. Red Fortunes, Gaussians, and even the Perf Shifters (sans the proc) will probably run you a couple 100k inf at worse. The ToD and Obliteration will cost more and obviously this has purple sets which don't really have anything to do with the Defenses.

Anyways here's the build:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

The Eye of Arlesia: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Hectmb-Dam%(34)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
Level 18: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
Level 22: Quickness -- Run-I(A)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(37), LkGmblr-Def(37), LkGmblr-Rchg+(50)
Level 26: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(39)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(39)
Level 30: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 32: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(45)
Level 38: Boxing -- Acc-I(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(46), P'Shift-End%(50)
Level 47: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run



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Posted

Is there a specific reason for skipping focus Jak?


 

Posted

Ok, about Focus. Clearly Focus hits a lot harder than Laser Beam Eyes, for about the same endurace and recharge, and Focus has a somewhat better casting time.

I did want a ranged attack, and with room for just the one, I chose LBE for the Full 80' range (pulling, runners) and the debuff -def effect on hard targets like EB and AV. Also I did not want the KB effect on my only ranged attack. I just got my 6 month badge and almost all my experience so far is with Blasters. I have 2 lvl 50 blasters and several others at lower lvls, so this thinking will be subject to change as I level Lizzz up. I will probably take the Focus power just to have some ranged attack before Epic time.
I already have to plan to respec out of Swipe so experimentation while I lvl is going to be the rule.
Thanks,
Jak


 

Posted

Focus doesn't force redraw, guarantees knockdown, keeping hard bosses and the like under control, and is one of your heavier hitters for single target damage.

Screw laser beam eyes.


 

Posted

I think you will change your mind when you will try it.

Focus is a really nice attack in the claw set and change this for a loosy attack like LBE it's a sacrilege


 

Posted

Quote:
Originally Posted by JakHammer View Post
Ok, about Focus. Clearly Focus hits a lot harder than Laser Beam Eyes, for about the same endurace and recharge, and Focus has a somewhat better casting time.

I did want a ranged attack, and with room for just the one, I chose LBE for the Full 80' range (pulling, runners) and the debuff -def effect on hard targets like EB and AV. Also I did not want the KB effect on my only ranged attack. I just got my 6 month badge and almost all my experience so far is with Blasters. I have 2 lvl 50 blasters and several others at lower lvls, so this thinking will be subject to change as I level Lizzz up. I will probably take the Focus power just to have some ranged attack before Epic time.
I already have to plan to respec out of Swipe so experimentation while I lvl is going to be the rule.
Thanks,
Jak
I can't make an argument about the range because it is indeed shorter then LBE but...
1. You already have an attack that causes -def and the recharge is fast enough to stack well.
2. Focus knocks down. It won't knock back unless the mob is a lower level then you or you slot it for knockback.
3. The knockdown effect is better to deal with runners because it gives you time to catch up with them. You just have to hit them before they are out range. If range is an issue, slot for it.
4-6. Focus comes a lot earlier, no redraw, and deals more dmg.

Drop LBE. Get Focus. Be merry!


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I'm with everyone else about Focus being a great Claws scrapper power. Its animation time is quick, its recharge time can be quick if you slot it properly, and it doesn't force a redraw. The main thing I love about it is it's ability to knock down bosses (not knock them back). Knocking down a harder enemy when you're on the brink of death can be a life saver, and Focus is the power that does exactly that. Hit Focus, pop a green, and be back in the fight! Hooray for Focus, the power every Claws should without a doubt pick for their build!



Contact me in-game: @CheeseSlicer