Claw/SR Guild/Help please?


BellyButtonJelly

 

Posted

It's no so much that Elude is a bad power as it is that Elude has been outdated by IO sets and IO set defense bonuses. Especially in /SR it is relatively cheap and easy to use IO's to soft cap your defenses. Once your defenses are soft capped ... well Elude doesn't make you any harder to hit in the vast majority of pve content. So it becomes a +recovery, +run speed, +jump power that 180 seconds after you click it drops your end to zero which drops all your toggles and then it prevents you from recovering endurance for the next 20 seconds.


 

Posted

Quote:
Originally Posted by Mad_Cow_Milk View Post
Thanks Doomguide

P.S. Just one question what about Haste?
Hasten is relatively optional for /SR. Unlike a controller, for example, who has power(s) with long recharge timers or a /Regen looking to get his heals recharging asap there is little benefit to be had once your attack chain is fluid and 'gap' free. The other thing to consider is Hasten is yet another pool used from your maximum of 4 plus 1 APP. 1) Fitness, 2) Fighting, 3) Leaping, and 4) ??? this could be Speed (Hasten) or it could be a bunch of other things such as Teleportation (for Recall Friend for a task force oriented build), Flight (for concept or getting around the Shadow Shards) or Concealment etc etc.

Edit: Recharge (which Hasten supplies) is a means to an end. By itself recharge, even in the form of perma Hasten, doesn't do anything, it lets you do other things more often and those other things are the real goal. /SR has less of the things, in general, that need the levels of recharge which make perma-Hasten possible. The only power (from its primary and secondary) for which SR might find perma-Hasten useful is Elude and high end SR builds generally no longer use Elude.


 

Posted

Quote:
Sometimes I think I get a little too conservative this way. The change to 4 slotting with LotG in FF, FS etc. is a good example of this ... if it were my build that is what I'd do and have in fact done so (even made the change to CJ you suggest but apparently did so after posting). Partly this is because where do you draw the line, should my suggestions have included purple sets? After all the LotG +7.5% rech are not cheap even when compared to purple recipes implying a willingness to spend that much on IO's.
Well I never use purples outside of like, perma-AM farm builds or stuff that's really about it (outside of sleep/confuse cheap sets) as to the LOTG, they are really there for "when you get there" otherwise the def/rech IO takes it's place until then.

Quote:
There is at least one good reason to consider keeping Super Speed in the build. Stealth. On the otherhand if I was scraping for a power choice Super Speed is one of the first things I'd consider dropping in this build for another power choice. If I were to drop SS I'd be likely to look into adding Maneuvers rather than something else. Why? To reduce dependence on using my melee attacks for gaining defensive set bonuses. Why? Because that's where the purple sets can go ... if you need those defensive bonuses for soft capping then you can not swap to purples in the long run (or short) without dropping below the soft cap. Obviously if no interest in purples this is a not a concern.

Kismet, I personally wouldn't drop it if I could avoid doing so. I'd drop Focused Accuracy first and grab Conserve Power. I definitely would not drop both unless one has no intention of fighting higher conning mobs with any frequency. Keep in mind Follow Up has to hit to grant its buff. Without Kismet it will get significantly harder to land the first blow with Follow Up which in turn will make the next few attacks harder to land as well. Or you have to assume you're running FA at all times and it's an expensive toggle, both in end costs and in slots (particularly if going for the defense bonuses).
As to SS, its cheap to get a stealth Io to slot in sprint, or one of the special runs. In my build I actually get stealth, which would stack with the stealth IO (and not require/need hasten) but also for, even when attacking, it grants 1.88% base defense, with a reason also it can slot in a LOTG 7.5%, giving it about 2.2% ish IIRC which is just enough to go past capping my build (which I had to rework thanks to the stupid BotZ nerf, I never use them, but for this ONE bonus, i'd prefer they make the set unique and keep its old bonus which would have been a much better solution IMO :/ )

As to the kimset, it takes less than a second to toggle on FA, just start the fight with it, and you can pretty much keep it on all the time with this build anyways, and turn it off if you get low on end, its not a big deal with this build at all) Still no need for the kimset. You also have the -defense on slash to help the follow up hit as well, with FA, that, and acc bonuses, you should really not be worrying about the kimset.

here is the build i'm going to be using, the purples in focus were teh first i've used in a lon gtime for a non-farm build, but were originally there pre-botz nerf, cause they got me JUST enough regen to get to a tic every 3 seconds, like his pre build claw/regen used with integration on, to have somewhat of that feel stupid BotZ nerf . But still in there for some critical +regen and +hp for only 3 of them. But can use t-strikes until you can afford the purples.

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Claw SR Tough Regen BotZ nerf 2: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(29), Apoc-Dam%(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam(50), Aegis-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run



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