Soft-cap vs. Self-heal?
I'd just suggest reading my analysis of the softcap. It'll help you make a more informed decision. You'll find the link in my sig.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Soft cap would be my vote. /SR with just soft-capped defense is quite durable, and shields has resistances to back it up with.
Or, to put it another way, you'd take double the amount of damage from melee attacks than you would if you had soft-capped melee defenses.
Soft-cap means that the occasional green will top you off. On the other hand, your alternate build would mean that the occasional purple would top you off.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

There's no question that getting as close to the soft cap would be better than a self heal, especially if you're teaming. On a team, you may never use that self heal if you have either buffers, debuffs or heals on the team. Also, you can build your character for a lot of native regen (aim for around 300%) so she heals up fast without you having to do anything.
If you'd had 33%+ def to every position and don't mind actually using insps, I'd vote Aid Self (one luck would be enough to softcap), but with the values you posted I'd go with softcap.
I think you can take the fighting and medicine pools at the same time. Then you can have both soft-capped defense and a self heal.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

Here's the best I was able to come up with, soft-capped plus the medicine pool.
I don't think it's a great build, as it's relatively expensive, yet still does not provide huge amounts of either +recovery or haste.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Storm Kick
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (13) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (15) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Defense Buff IO
- (3) Defense Buff IO
- (3) Defense Buff IO
- (5) Aegis - Resistance
- (5) Aegis - Resistance/Recharge
- (7) Aegis - Resistance/Endurance
- (A) Red Fortune - Defense/Endurance
- (7) Red Fortune - Defense/Recharge
- (9) Red Fortune - Endurance/Recharge
- (9) Red Fortune - Defense
- (11) Red Fortune - Endurance
- (11) Red Fortune - Defense/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (45) Aegis - Resistance
- (46) Aegis - Resistance/Recharge
- (46) Aegis - Endurance/Recharge
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Mako's Bite - Accuracy/Damage
- (17) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (19) Mako's Bite - Accuracy/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (21) Mako's Bite - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Run Speed IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (25) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (48) Miracle - Heal
- (48) Miracle - +Recovery
- (A) Mako's Bite - Accuracy/Damage
- (25) Mako's Bite - Damage/Endurance
- (27) Mako's Bite - Damage/Recharge
- (27) Mako's Bite - Accuracy/Endurance/Recharge
- (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (29) Mako's Bite - Chance of Damage(Lethal)
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod
- (31) Endurance Modification IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Razzle Dazzle - Accuracy/Recharge
- (37) Razzle Dazzle - Endurance/Stun
- (37) Razzle Dazzle - Accuracy/Endurance
- (37) Razzle Dazzle - Stun/Range
- (39) Razzle Dazzle - Accuracy/Stun/Recharge
- (39) Razzle Dazzle - Chance of Immobilize
- (A) Accuracy IO
- (A) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Damage/Endurance
- (40) Crushing Impact - Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Endurance
- (45) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Healing IO
- (A) Healing IO
- (50) Healing IO
- (50) Interrupt Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:
- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 15.2% Defense(Fire)
- 15.2% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 19.3% Defense(Melee)
- 18% Defense(Ranged)
- 18% Defense(AoE)
- 25% Enhancement(Accuracy)
- 2% Enhancement(Stun)
- 27.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 120.5 HP (9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 4.4%
- 9% (0.15 End/sec) Recovery
- 3.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 2.5% Resistance(Psionic)
- 20% RunSpeed
- 2.5% XPDebtProtection
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Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

Yes, that's possible, though my very quick attempt ended up at only 44.7% AoE defense, and the build is very tight, very ugly, and not really all that cheap. Last time I looked, Touch of Death and Obliterations were pretty expensive.
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As it is, the only way I can fit both (happily) is to drop the last power from my APP and One With the Shield.
Here's the build with both Fighting and Medicine squeezed in there.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Cy-ren: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Weapon Mastery
Hero Profile:
------------
Level 1: Storm Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Deflection DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(5), ResDam-I(19), S'fstPrt-ResDam/Def+(19)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(27), RedFtn-EndRdx(46)
Level 4: True Grit Heal-I(A), Heal-I(11), Heal-I(13), ResDam-I(13), ResDam-I(27), ResDam-I(29)
Level 6: Fly Zephyr-ResKB(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43)
Level 8: Crane Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Active Defense RechRdx-I(A), RechRdx-I(17)
Level 12: Swift Run-I(A)
Level 14: Health Heal-I(A)
Level 16: Against All Odds EndRdx-I(A)
Level 18: Crippling Axe Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Focus Chi RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Boxing P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(25), P'ngS'Fest-Dmg/Rchg(25), P'ngS'Fest-Stun%(50)
Level 26: Dragon's Tail Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 28: Phalanx Fighting DefBuff-I(A), DefBuff-I(39), DefBuff-I(40)
Level 30: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 32: Eagles Claw Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave DefBuff-I(A), DefBuff-I(40), DefBuff-I(40), EndRdx-I(42)
Level 41: Stimulant IntRdx-I(A)
Level 44: Aid Self Heal-I(A), Heal-I(45), Heal-I(45), IntRdx-I(45), IntRdx-I(46), RechRdx-I(46)
Level 47: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48)
Level 49: Targeting Drone HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
I made a build below with soft-capped defense and aid self. I think the build looks pretty normal, apart from the weird slotting for boxing. I believe the build should be quite affordable if you play to level 50, and play a bit more after that joining tfs and trials. The two IOs in health are not essential, so you can skip it till much later. The build doesn't have a travel power, and it doesn't have APP. I don't think they are too essential, but it's something you have to decide.
I think it's already a great improvement to have soft-capped defense. I won't worry too much about other global bonus like regeneration, haste and accuracy if you're on a budget.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Hero Profile:
Level 1: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Run+(3), GftotA-Def/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(9)
Level 2: Battle Agility -- GftotA-Run+(A), GftotA-Def(5), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(7)
Level 4: True Grit -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(39), Heal-I(40)
Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11), EndRdx-I(11)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(25), RzDz-Acc/EndRdx(34), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(39), RzDz-Immob%(39)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 30: Weave -- GftotA-Run+(A), GftotA-Def(31), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(33)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(50)
Level 41: Stimulant -- Empty(A)
Level 44: Aid Self -- IntRdx-I(A), H'zdH-Heal/EndRdx/Rchg(46), H'zdH-Heal/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 47: Combat Jumping -- DefBuff-I(A)
Level 49: Grant Cover -- EndRdx-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
Yeah, it's expensive as hell. Honestly, this build will probably wind up being substituted for cheaper sets with smaller set bonuses in reality (for example, Smashing Haymakers instead of Kinetic Combats), but one day, I'll hopefully finish it.
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Why are you using Kinetic Combat at all with a set that gives you positional defense? Kinetic Combat is best used with Willpower or Invuln because the defense it gives is typed Smashing/Lethal. Shield Defense is positional defense, so you'd be much better off using Touch of Death, Mako's Bite, and Scirocco's Dervish, among others.
Kinetic Combat is just a lot of expense for very little return here.
Twilight's build is much better, and isn't too far off what I'd do myself.
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. |
Question:
Why are you using Kinetic Combat at all with a set that gives you positional defense? Kinetic Combat is best used with Willpower or Invuln because the defense it gives is typed Smashing/Lethal. Shield Defense is positional defense, so you'd be much better off using Touch of Death, Mako's Bite, and Scirocco's Dervish, among others. Kinetic Combat is just a lot of expense for very little return here. Twilight's build is much better, and isn't too far off what I'd do myself. |
I like Twilight's build a lot. I'm going to look at that one and the one Smersh posted myself in Mids.
Thank you all so much, guys.
Alright, I think this is the final version. 44% melee defense, 45.2% ranged defense, and 43.7% AoE defense. And I managed to fit in Fighting, Medicine and the two powers from the APP I wanted.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Cy-ren: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Weapon Mastery
Hero Profile:
------------
Level 1: Storm Kick T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 2: Battle Agility S'dpty-Def(A), S'dpty-Def/Rchg(39), S'dpty-Def/EndRdx(40), S'dpty-Def/EndRdx/Rchg(40)
Level 4: True Grit Heal-I(A), Heal-I(7), Heal-I(15), S'fstPrt-ResDam/Def+(42)
Level 6: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 8: Crane Kick Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 10: Active Defense RechRdx-I(A), RechRdx-I(11)
Level 12: Swift Flight-I(A)
Level 14: Focus Chi GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(34)
Level 16: Health Heal-I(A)
Level 18: Crippling Axe Kick Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Phalanx Fighting DefBuff-I(A)
Level 24: Against All Odds EndRdx-I(A)
Level 26: Dragon's Tail M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Boxing Acc-I(A)
Level 30: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(46)
Level 32: Eagles Claw Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Shield Charge M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Weave S'dpty-EndRdx(A), S'dpty-Def(40), S'dpty-Def/EndRdx(42), S'dpty-Def/Rchg(42)
Level 41: Stimulant IntRdx-I(A)
Level 44: Aid Self IntRdx-I(A), Heal-I(45), Heal-I(45), RechRdx-I(45)
Level 47: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 49: Targeting Drone HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
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Hey guys, I want to drop in here and suggest that you throw some numbers into this new tool I came up with.
You can enter two different sheets, one with a softcapped build, and one that has the heal. I'm actually interested to see the results myself.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Forgive me for going off on a tangent here -- it's not you specifically, it's something I've seen a lot of players do.
Question:
Why are you using Kinetic Combat at all with a set that gives you positional defense? Kinetic Combat is best used with Willpower or Invuln because the defense it gives is typed Smashing/Lethal. Shield Defense is positional defense, so you'd be much better off using Touch of Death, Mako's Bite, and Scirocco's Dervish, among others. Kinetic Combat is just a lot of expense for very little return here. |
Well, they both give positional and damage-type defense, but yes, KC gives a larger bonus for damage type than position. I did it mostly because I get the set bonus from KC at 4 IOs, but not until 6 with ToD and MB.
|
I have no idea why anyone would do this on a Scrapper.
Storm Kick, Crane Kick, and Crippling Axe Kick are mainstays of the set. By underslotting them, you are robbing Martial Arts of its birthright.
At the risk of telling others how to play, might I venture that the purpose of a Scrapper is to fight, and for that you'll want to have several hard-hitting attacks well-slotted. Reaching the soft cap (or any other goal) by de-fanging your Scrapper is really only reasonable for exotic experimental builds and odd role-playing choices. And yet I've seen lots of players excited about the idea of "saving slots" use Kinetic Combats to make feeble combatants.
Sometimes I imagine that the poor typed-defense sets can't buy Kinetic Combats because so many positional defense builds are vacuuming them up and using them to make weak-hitting softcapped builds.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I'm working on a build for my MA/SD scrapper (I've had her for awhile... she was originally MA/Regen but it bored me to tears). If I were to finish this very pricey IO build for her, which includes Tough and Weave, she would eventually hit the soft cap for melee defense (45.5% to be exact, with 36.9 and 36.6 defense for Ranged and AOE, respectively) with 32.9% S/L resist from Tough. That is one option.
On the other hand, I can drop the Fighting Pool and take the Medicine Pool for Aid Self. I can also take Hover or Combat Jumping (with a few slots for defense) with the third free slot. With this option, my position defense is 39% for melee, 29.7 for ranged and 30 for AoE. My S/L resistance drops to 15.6%. However, I will have a 39% HP heal with a 0.5 sec interrupt every 12.7 seconds.
My defense numbers without the Fighting pool are still significant, so I'm wondering if it's worth it to take the cut for the gain of a healing power. Is the answer always to go for the soft-cap? Last time I leveled a defense-based scrapper secondary was when perma-Elude was still around, so I'm more than a little rusty on this. Conceptually, the Medicine pool power animations fits very nicely for her, as she's a tech origin with cybernetics and gadgets, but so does being a badass melon-farmer that barely gets hit. :-)
If it helps my plan for this character is largely to solo or duo with my husband's DP blaster. If I'm ever in a larger team, I have no intention of playing pseudo-tanker unless it was absolutely necessary, and I don't plan on soloing AVs.
Thanks in advance!