SD Defense
I've been playing my MA/SD scrapper for a while now and still don't seem to be able to get my defense high because I get hit all the time. Note I am no good with numbers here so I don't even know how to know if I have defense cap T.T I have all the SD defensive powers, all with either 3 defense or resistance SO's, I also have Tough and weave slotted as previously. Am I missing something or is this the defense a lvl 34 SD scrapper will have?
|
First, you should get the Mids build planner.
Second, realize that you won't be able to hit the softcap until you're much higher level. You need to slot a lot of IO sets that provide defense bonuses, and you won't have enough slots until much higher levels.
Here are some tricks:
* Get Combat Jumping if you don't have it.
* You need all your Shield Powers (One with Shield is not needed for the softcap), as well as Weave.
* Slot the Steadfast: Res/+Def IO (usually done in True Grit).
* Slot Active Defense for recharge. It provides a lot of defense debuff resistance. One trick is to use Membrane Exposure, but they're expensive and it smells like an exploit and may not work forever.
* You'll need to slot a mix of sets that provide positional defenses. Sets that give a lot include Scirocco's Dervish. Mako's Bite, Obliteration, Aegis, and Red Fortune. Gaussian's Sync. Fire control is especially useful. Mids can help you find sets that you can use, and then do all the math to make the build.
I've got a BS/SD scrapper that's softcapped in all three positions, but it's easier than MA because the Parry BS attack gives significant melee defense. I'm guessing you can probably do it, but it might be a bit more expensive.
At the end of the day you'll fiddle around a lot trying to get an extra 2-3% here and there to softcap in all positions. Remember that 45% is not a hard and fast number -- if you can only get to 42% it's no big deal. But every percent you get when you're that high makes a bigger and bigger difference in the amount of damage you take.
For leveling, unless you're playing Tank with your Scrapper, I'd settle for 32.5% defense, which is plenty doable. That puts you one small purple away from the soft cap, so every purple is a one minute God mode. That's usually plenty unless you're pushing the survivability envelope, in which case you'll want to keep pushing your defense further. Typical good end game Shield Defense builds have 45% defense to all positions. As Rodion says, this "soft cap" isn't a true cap, but just minimizes the chance of most enemies hitting you. It's not just even level minions, but pretty much everything up to +5 levels to you. Exceptions include pets, anyone with a build up, if you're suffering from defense debuffs, and so on.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I've been playing my MA/SD scrapper for a while now and still don't seem to be able to get my defense high because I get hit all the time. Note I am no good with numbers here so I don't even know how to know if I have defense cap T.T I have all the SD defensive powers, all with either 3 defense or resistance SO's, I also have Tough and weave slotted as previously. Am I missing something or is this the defense a lvl 34 SD scrapper will have?
|
I think the two replies you got should answer your questions about what softcap means.
But I think this shows a misconception about SD, and defense in general, in that it creates some sort of invulnerable character or an I win button. Defense only becomes really effective at or near the softcap, and is usually only achievable late game or by eating insps. Even then, some stuff will get past your defense, and when most of your mitigation is defense, you drop pretty quickly.
I hope when the devs skim threads like these they realize they're reading posts primarily from some of their better players, who know how to maximize their abilities, and don't feel they need to cripple defense. After playing through praetoria and tip mishes, and also seeing how they under-reward in TF's like the CoP, it seems they are balancing the game by looking at what the top end players are doing, and imo, that's a bad stategy.
Yeah, there isn't anything particularly strong about defense. There's only something particularly strong about 45% defense. And 45% defense, on its own, doesn't make you invulnerable. Try anything nasty, and you'll still go down. You need a total package. But on most of those total packages, soft-cap defense is a "must".
It seems like what we're hoping for as players is for there to be a wider palate of options to make the top end characters. I'd take Regeneration as a good example, since it doesn't use soft-capped defense, yet can still be very, very solid with the right build in the right hands.
I'm sure the devs understand that soloing on +4x8 is not the norm. That capping or nearly capping DDR on a Shield Defense is not the norm. That even the soft cap is not the norm, probably even on level 50 Super Reflexes characters.
I'm very curious to see what the incarnate levels will bring, and how that will affect the status quo for the top end builds. But the devs shouldn't be focusing their balancing efforts on those builds. Nice to have, but a lower priority.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Here's my elec/shield build, check this out it might give you some ideas for your toon's shield build.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Farming Scrapper: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Havoc Punch
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (3) Mako's Bite - Damage/Endurance: Level 50
- (3) Mako's Bite - Damage/Recharge: Level 50
- (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (7) Mako's Bite - Chance of Damage(Lethal): Level 40
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (7) Luck of the Gambler - Defense: Level 50
- (9) Luck of the Gambler - Recharge Speed: Level 50
- (11) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Red Fortune - Defense/Endurance: Level 50
- (11) Red Fortune - Defense/Recharge: Level 50
- (13) Red Fortune - Endurance/Recharge: Level 50
- (13) Red Fortune - Defense/Endurance/Recharge: Level 50
- (15) Red Fortune - Defense: Level 50
- (15) Red Fortune - Endurance: Level 50
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (9) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (17) Numina's Convalescence - Endurance/Recharge: Level 50
- (17) Numina's Convalescence - Heal/Recharge: Level 50
- (19) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (25) Numina's Convalescence - Heal: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (27) Touch of Death - Damage/Endurance: Level 40
- (29) Touch of Death - Damage/Recharge: Level 40
- (29) Touch of Death - Damage/Endurance/Recharge: Level 40
- (33) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (43) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Obliteration - Damage: Level 50
- (19) Obliteration - Accuracy/Recharge: Level 50
- (21) Obliteration - Damage/Recharge: Level 50
- (21) Obliteration - Accuracy/Damage/Recharge: Level 50
- (23) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (23) Obliteration - Chance for Smashing Damage: Level 50
- (A) Jumping IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (27) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Endurance Reduction IO: Level 50
- (A) Healing IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (31) Performance Shifter - EndMod/Recharge: Level 50
- (33) Performance Shifter - Chance for +End: Level 50
- (A) Aegis - Resistance/Endurance: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (33) Luck of the Gambler - Defense: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (31) Doctored Wounds - Heal: Level 50
- (31) Doctored Wounds - Endurance/Recharge: Level 50
- (34) Doctored Wounds - Heal/Recharge: Level 50
- (37) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (50) Obliteration - Chance for Smashing Damage: Level 50
- (A) Obliteration - Damage: Level 50
- (37) Obliteration - Chance for Smashing Damage: Level 50
- (40) Obliteration - Accuracy/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (42) Obliteration - Damage/Recharge: Level 50
- (42) Obliteration - Accuracy/Damage/Recharge: Level 50
- (A) Defense Buff IO: Level 50
- (A) Ragnarok - Chance for Knockdown: Level 50
- (42) Ragnarok - Accuracy/Recharge: Level 50
- (43) Ragnarok - Damage: Level 50
- (45) Ragnarok - Damage/Recharge: Level 50
- (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (50) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (45) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (46) Adjusted Targeting - Endurance/Recharge: Level 50
- (46) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (48) Positron's Blast - Damage/Endurance: Level 50
- (48) Positron's Blast - Damage/Recharge: Level 50
- (48) Positron's Blast - Damage/Range: Level 50
- (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
Level 1: Brawl
- (A) Hecatomb - Damage/Recharge: Level 50
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 0: Ninja Run
------------
Set Bonus Totals:
- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 16.8% Defense(Ranged)
- 5.5% Defense(AoE)
- 10% Enhancement(Heal)
- 60% Enhancement(Accuracy)
- 56.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 130.5 HP (9.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 8.25%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 32% (1.79 HP/sec) Regeneration
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Mako's Bite
(Havoc Punch)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Deflection)
- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Deflection)
- 3% Defense(All)
(Battle Agility)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(True Grit)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Boxing)
- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Thunder Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Weave)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Super Speed)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Aid Self)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Lightning Rod)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shield Charge)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Caltrops)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Targeting Drone)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
(Exploding Shuriken)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
It occurs to me that Eradication 6 slotted is a better set than is readily apparent.
It gives you both a little bit of Ranged Defense for 3 slots, and a good chunk of AoE defense for 6, and teh enhancement values aren't bad for a level 30 set. (Bonus of keeping those set bonuses exemped as low as 27 as well). It also gives you Max End and Max HP in with those bonuses, which are useful for Shield Defense characters.
I might have to fiddle with it and see what I can do.
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. |
I'm sure the devs understand that soloing on +4x8 is not the norm. That capping or nearly capping DDR on a Shield Defense is not the norm. That even the soft cap is not the norm, probably even on level 50 Super Reflexes characters.
|
Every other group you run into at lvl 50 on a io'd out toon should NOT make you feel like a lvl 3 blaster with a damage aura.
Can anyone make me a build for my MA/SD scrapper through mids? I have a mac...
I'm starting to understand numbers...FINALLY
I would be IO'ing after I19 comes out so fitness will be inherit, the powers that I have to have are all the shield powers except for Grant Cover and all the MA powers but for confront/thunder kick/ crippling axe kick, hasten, and I'm sure tough and weave should be in there. I don't need a travel power thanks to Ninja Run. I guess I should also presume that fitness will still need slots so if you could include how I should slot that as well it would be great. I have about 1 bil to spend on him but love it if something was left over since I do have other 50's in line for IOs :P
If someone could make a build it would be great
Anyone? Someone? ToT
When I see their recent moves in praetoria and in tip mishes, I'm not so sure that they do understand that. Why on gods green earth did devouring earth need a buff vs. defense based toons? I'm not certain on malta, but they seem to have turned my defense based toons into highly heated butter armor as well.
Every other group you run into at lvl 50 on a io'd out toon should NOT make you feel like a lvl 3 blaster with a damage aura. |
In addition, there is no incentive to run at higher difficulties. The best rewards in game come from finishing missions regardless of difficulty, and doing it on multiple characters. (That doesn't mean I want the best rewards moved to content where I am forced to group, thanks but no. I like grouping when I can, but I need meaningful solo content because the TFs are too long and I can't commit to them.)
The combination means that I am much better off leaving my difficulty at the default and running tip missions on multiple characters, which is ultra efficient and boring. I don't mind upping the difficulty for fun and being less efficient, but don't make it so every other tip mission there are spoiler mobs that force me to reduce difficulty and be bored the entire mission just to defeat the one boss or mob that throws the spoiler mega debuff.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Olympus_NA,
the default Mids doesnt have the Inherent Fitness yet. I know there is a version that does but I dont have it.
Here are some suggestions though.
Focus on +Def (Melee/Ranged/AoE, not Smashing/Lethal).
Shield:
- Deflection and Battel Agility
Slot with 4 Serendipities.
They are fairly cheap and offer good bonuses. Later start to slot Luck Of The Gamblers (LotG) that fofer the same bonuses but at higher values and also has a +Global Recharge IO (very expensive at ~140-150 Mil per)
For Deflection add in a Resitance IO (normal) if you have the slots for S/L.
- True Grit
Slot for Health as this will increase your Max HP value. If you can put in any of the Healing Sets procs like Miracle +Recovery, Numina +Recovery/Regen or Regenerative Tissue +Regen. NOTE these are UBER expensive.
If you have the slots you can add in a Resistance IO (normal) for C/F/E/Neg/Tox.
- Active Defence
Double slot with Recharge Red. You may want to triple slot it so this is never down even if you get -Rech. Depends on if you have slots available.
- Against All Odds (AaO)
Single End Red.
- Phalanx Fighting
I put either a Def IO (normal) or a Def Set proc in here. If you can afford it a LotG +Rech
- Grant Cover
I put either a Def IO (normal) or a Def Set proc in here. If you can afford it a LotG +Rech
- Sheild Charge (ohhh baby)
Option A - Eraditcation (x4) This gives a +2.25% HP, +1.8% End and a small amount of +Ranged Def. If you have slots add in a Multi-Strike (Acc/Dam/End) and a Scirocco's (Acc/Dam/End). This will put Acc/Dam/Rech over the ED and provide +50% End.
Option B - Full set of Obliterations. Note these can be quite expensive and hard to find.
- One with the Shield - never used it sorry.
Martial Arts.
- For your Single Target attacks slot either Touch of Deaths (ToD) or Mako's Bite. These both give +Def at 6 slots for Melee or Ranged.
- For Cones/PBAOE's again look for sets that give +Positional Def that you are lacking (Obliterations, Eradications, Scirocco's).
- Focus Chi
Full set of Gaussians Fire Control. Provides +2.5 Def to all 3 positions.
- Warriors Challenge [Taunt]
If you take it you cal slot either Mocking Beratement or Perfect Zinger for good set bonuses. Depends if you have slots for them.
Others
- Tough
Even with your Active Defence always up sometimes when it is reactivating you can get hit with a KB power. Slotting a Steadfast -KB will help in thiese situations. Also a Steadfast Res/+ 3% Def will also gain you +1.5 Recovery and provide a 3% Def bonus to all.
- Weave
Slot either 4x Serendipity or LotG
- Combat Jumping
Needed until late levels where you MAY be able to drop it. Slot with either Def IO's (normal) or Def procs (LotG +Rech, Karma -KB, Kismet +Acc).
Now to the fidly bit.
Rule of Five.
If a set provides say a +10% Regen bonus you can only have 5 such bonuses from ANY set.
Example - LofG and Sciroccos both provide +10% regen with 2 slots. If you have 4 LotG (x2) sets and 2 Scirocco's (x2) you will have 6 +10% Regen. This breaks the rule and one of those bonsues will not apply.
BTW - this is why Mac's suck
And as always this is what I have done in the past with SD. it is not the only way and may not be the best way but it has worked wonders for me.
This is also off the top of my head so I may have missed something.
Good luck
Anyone have anymore suggestions? Issue 19 seems to be coming and I'd like to have as many suggestions as possible before I start building him
It seems like you are pretty rich so I would go ahead and use Enzymes in all your defence powers instead of sets. It'll save you slots and will give you fractionally higher defence (even with fewer slots). They just need 2 enzymes and defence is done.
I've been playing my MA/SD scrapper for a while now and still don't seem to be able to get my defense high because I get hit all the time. Note I am no good with numbers here so I don't even know how to know if I have defense cap T.T I have all the SD defensive powers, all with either 3 defense or resistance SO's, I also have Tough and weave slotted as previously. Am I missing something or is this the defense a lvl 34 SD scrapper will have?