Claws/Dark... at a loss


ClawsandEffect

 

Posted

So my first ever character was a claws/dark scrapper. Of all of my characters, this one is one I've managed to avoid IO'ing simply because I have no idea what direction to take him. With all of this Alpha Slot business I've decided it's time to take him out of retirement and get him a build to kick *** and take names. Problem is I'm still stuck on what I should be doing.

This build I just threw together mixes 30ish S/L/M defense and gets 50% recharge without Hasten running. I went with Body Mastery APP simply because I feel as though I have enough attacks in my primary. No doubt adding more from the APP would be a good way to boost my ***-kicking potential but I've got other characters that fill that role handily. Physical Perfection + inherent Stamina/Health should be all the endurance I need. Conserve Power is just a forced pick, but it's better than the alternative.

The aim I have for this character is to build a very solid all-rounder with few downsides and is sturdy enough to handle anything the game may throw at me without running out of blue.

Looking at the totals chart it seems I have great protection overall. S/L damage is highly resisted and the huge defense buffer should help me eat alpha strikes. Psy is laughable to me. If it doesn't miss I still have about 60% resistance to it. The hole, as always with DA, is Energy damage.

I'm not sure how to slot Dark Regen. Right now it's just frankenslotted for good enhancement value.

As far as my attacks go, I should be pretty strong in the AoE department. ST damage is something I don't necessarily focus on. I intend to play this character either on big teams, or when solo, at -1x8 to maximize my drops. Having a superb ST chain isn't a very big priority for me.

Anyway, here's the build. The 3 slots I've got reserved are for inherent Stamina.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam/Rchg(42)
Level 2: Slash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam/Rchg(40)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
Level 8: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), EndRdx-I(48)
Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/Rchg(42)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(43)
Level 14: Super Jump -- Empty(A)
Level 16: Dark Regeneration -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(17), Theft-Acc/EndRdx/Rchg(17), Nictus-Acc/EndRdx/Rchg(25), Oblit-Acc/Rchg(31), Theft-Acc/Heal(46)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam/Rchg(40), S'fstPrt-ResDam/Def+(46)
Level 24: Cloak of Darkness -- Krma-ResKB(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(46)
Level 35: Oppressive Gloom -- RzDz-Immob%(A)
Level 38: Follow Up -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), Mrcl-Rcvry+(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run


 

Posted

Look into attack chains so you can maximize your DPS. That gives you a target amount of recharge to get.

My favorite way to slot Dark Regeneration grants 38.60% accuracy, 79.90% endurance cost, 42.4% healing, and 79.90% recharge. Here are the enhancements I use:
Theft of Essence: chance for +end (This is a must-have. It has a chance to proc for each target hit and potentially fills your end bar when used in large spawns.)
Theft of Essence: Acc/End/Rchg
Touch of the Nictus: Acc/End/Rchg
Numina's: Heal/End/Rchg
Doctored Wounds: Heal/End/Rchg

My logic was that if you can't heal yourself to full on one target, you can go easy on the heal enhancement. Healing yourself for 80% of your life on two targets is enough because you won't be letting yourself drop below 20% anyways. This was for my Tanker. Maybe you will slot differently for a Scrapper.


 

Posted

I like 3 Eradication, 2 Numina's (Heal/End/Recharge, and Heal/End) and the Theft of Essence +End proc in Dark Regen. The Eradications I use are Acc/Rech, Dam/Rech, Acc/Dam/Rech, so they cover your recharge needs nicely. (If you need Dark Regeneration recharging much faster than that your build has bigger problems)

Gives you a little more E/N defense, some max endurance, 12% regen, and the truly awesome ToE proc. Alternately you could use Miracle Heal/End/Rech and Heal/End, if you feel like you need a little more recovery.

I'd also slot Reactive Armors in your resistance toggles instead. They give you about the same amount of enhancement, and they also give another 1.25% defense to both E/N and S/L.

And if your end starts to bottom out, you can always actually USE Conserve Power. You have it, might as well keep it in your tray for an Oh Crap button.


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

Oh, and if you ever plan on exemping with this character, take Follow Up a LOT sooner than 38.

And you slotted Weave, but not Cloak of Darkness? They give the exact same amount of defense, and unlike some stealth powers, Cloak of Darkness's defense doesn't suppress in combat. You lose the stealth, but you keep all of the defense. I'd definitely slot it and run it. (You can also set it up in the tailor so it doesn't turn you into a featureless black cloud. Figured I'd mention that in case that's why you don't seem to be using it)


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

You're build is OK. You'd certainly be very successful with it, but I do have a few suggestions.

You've targeted Impervium Armors for +end bonuses, which is a great idea for endurance management. Thing is, you could achieve similar levels of endurance management and obtain more defense bonuses.

Your current build design get really good S/L defense, but your're Energy defense could really be better. IMHO, Energy damage is kind of a weak spot in Dark Armor's inherent mitigation.

As ClawsAndEffect mention, Reactive Armor can help you boost up Energy Defense. For AoE powers, I like three Eradication for +max End and Energy Defense. This regains some of the + end lost from Impervium Armors and adds big Energy Defense bonuses to your build.

Keep in mind, if you're going with the Cardiac Alpha, endurance management will improve dramatically on your build. I seriously doubt you'll find much need for Conserve Power once you have it.

Here's what my build looks like. It has 32% S/L defense and 36% E/Ne defense.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Desangre I19 Build A: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(39)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 2: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(36)
Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(29)
Level 6: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(19)
Level 8: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 12: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Dmg(27), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/EndRdx(29)
Level 14: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33)
Level 16: Super Jump -- Zephyr-ResKB(A)
Level 18: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Heal/Rchg(33), Theft-+End%(34), Nictus-Acc/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), H'zdH-Heal/EndRdx/Rchg(36)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A)
Level 22: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
Level 24: Combat Jumping -- Zephyr-ResKB(A)
Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-%Dam(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Dmg/EndRdx(40)
Level 28: Cloak of Fear -- N'mare-Acc/EndRdx(A), N'mare-EndRdx/Fear(42), N'mare-Acc/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/ToHitDeb(43)
Level 30: Boxing -- Empty(A)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 38: Weave -- LkGmblr-Rchg+(A)
Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(48)
Level 44: Zapp -- Empty(A)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 1: Stamina -- EndMod-I(A), EndMod-I(46)



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SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Thanks for the advice everyone. Whether or not Cloak of Darkness suppressed during combat was one question I forgot to ask. Thanks for the heads up. I'll try applying some of those suggestions into a new build, see how it goes. I -never- exemp, so the placement of Follow Up is fine for me. I used the Erad quad indtead of the dam/rech for Dark Regen. The difference in recharge ends up being less than a second but I get better end boost. Might cost me a lot more to buy on the market, but I'm willing to do it.

Edit: Ok I've got a build. Using the advice from the other posters I think I've put together something I like a lot. I managed to get even higher defense without sacrificing much recharge.



121% recharge with Hasten up. And as always, 3 slots left over to put into inherent stamina.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 43 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(42)
Level 2: Slash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(40)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
Level 8: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(48)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
Level 14: Super Jump -- Empty(A)
Level 16: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), Numna-Heal/EndRdx/Rchg(25), Numna-Heal/EndRdx(31), Theft-+End%(46)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46)
Level 24: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(37)
Level 35: Oppressive Gloom -- RzDz-Immob%(A)
Level 38: Follow Up -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45), Mrcl-Rcvry+(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run


 

Posted

Looks better, but I would seriously consider swapping at least one of the Obliteration sets for 4 Eradication and 2 Scirocco's. (I'd do both and have all 4 types in the ~35% range.)

Energy damage is the third most common damage type in the game, and you have a hole in your resistance to it, so it would benefit you greatly to improve your defense to it.

Hmm, I'd do 4 Eradication in Death Shroud and round it out with a Multi-Strike Dam/End and Acc/End. Those Obliterations are only reducing the end cost of it by 18% or so, so that's going to be an expensive toggle. In your armors it's not such a big deal, but Death Shroud burns more than twice the endurance of your armors. End reduction is your friend in that power.


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

I think you're placing too much emphasis on S/L defense. It's great to have, but only after you've evened out Energy defense. Yes S/L is more common, but you've already got great resistances to it, where as Energy resistances are really weak. You can't add significant amounts of Energy resistance, but you can beef up Energy defense.

EDIT: Also, curious as to why you're ignoring your Fitness pool?"


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Quote:
Originally Posted by Desmodos View Post

EDIT: Also, curious as to why you're ignoring your Fitness pool?"
I presume it is a planned build for after i19 goes live and Fitness is inherent, and he doesn't have the update to Mid's that reflects it.

But if that's the case, there are no slots set aside for it. Probably something to consider.


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

Quote:
Originally Posted by ClawsandEffect View Post
I presume it is a planned build for after i19 goes live and Fitness is inherent, and he doesn't have the update to Mid's that reflects it.

But if that's the case, there are no slots set aside for it. Probably something to consider.
You may be correct. He's actually got 3 slots left unused.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Neogumbercules, you may want to consider using Leandro's temp I19 Mid's setup.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

I'm holding off on using unofficial patch. Call it a mental block :P Thanks for the tips, I'll try it out and see how it goes. And yes, I'm sitting on a few slots for inherent stamina. One reason I wasn't terribly concerned with pushing up more E defense is that I assume a large amount of the energy based attacks thrown at me are going to have a smashing component. In that case my smashing defense will take over anyway. Almost all of the energy melee and energy blast attacks will fit that criteria. Lightning shooting enemies may be a different story. I'll play around more in Mids with your suggestions and see how it turns out for me. Thanks again for all the helpful advice.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
One reason I wasn't terribly concerned with pushing up more E defense is that I assume a large amount of the energy based attacks thrown at me are going to have a smashing component. In that case my smashing defense will take over anyway.
I would disagree.


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Posted

Quote:
Originally Posted by Neogumbercules View Post
One reason I wasn't terribly concerned with pushing up more E defense is that I assume a large amount of the energy based attacks thrown at me are going to have a smashing component.
Clockwork, Freakshow, Crey Voltaic Tanks, Arachnos Mu, those damn goth chicks in Croatoa, and anything else that throws electricity at you.

All of those things are pure energy damage with no smashing component at all, and they are fairly common. The only energy damage you will run into that has a smashing component are things with the Energy Blast powerset, or Sonic. There is a LOT of pure energy damage in the game, that's why it's the third most common type of damage.

Also, Malta Sappers' end drain attack is flagged energy. Being Dark Armor you will resist end drain, but if a Sapper tags you while your end is already low you're gonna be in trouble.


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

Thanks for the advice. I used your suggestion for Eradications and got my energy defense up higher without sacrificing much. I'm a little torn over what Alpha Boost to go for. The Cardiac one is tempting but I really don't think the extra damage resistance is gonna help much.

It's a toss up between Musculature and Spiritual. Extra recharge is always awesome but the secondary boosts aren't terribly useful for a /DA. Musculature seems to offer the most. Extra damage and boosting my endurance mod powers seems the best balance.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
It's a toss up between Musculature and Spiritual. Extra recharge is always awesome but the secondary boosts aren't terribly useful for a /DA. Musculature seems to offer the most. Extra damage and boosting my endurance mod powers seems the best balance.
From an endurance management point of view, the Cardiac is superior to Muscular. As a CoF user, Cardiac is the obvious choice, but non CoF users will likely find the other choices equally if not more appealing.

Ultimately, I think folks are placing too much emphasis on which Alpha Slot boost is best. It won't be long before you have all of them. Once you have all of them, they you'll simply swap in the most advantageous enhancement for the scenario you are facing.


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Posted

Quote:
Originally Posted by Desmodos View Post
Ultimately, I think folks are placing too much emphasis on which Alpha Slot boost is best. It won't be long before you have all of them. Once you have all of them, they you'll simply swap in the most advantageous enhancement for the scenario you are facing.
Assuming you can swap them fairly easily, that's certainly one viable strategy.

Personally, I'll probably be building around a specific alpha slot boost. For instance, if I take recharge, I may intentionally short change my recharge a little on some powers to get better use out of the portion of the bost affected by ED. I may choose an attack chain that requires the extra recharge, and choose not to have or slot any filler attacks to conserve slots and power picks. If someone has built around a particular alpha boost in this way, switching to another alpha boost may not be a viable option.


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Posted

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Originally Posted by Werner View Post
Assuming you can swap them fairly easily, that's certainly one viable strategy.
The are very easy to swap out. You can do it at anytime provided you haven't swapped in the last 5 minutes.

EDIT: Sorry, I should have mentioned; I don't think you can swap them out mid mission. You certainly can't swap them mid-fight.

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Personally, I'll probably be building around a specific alpha slot boost. For instance, if I take recharge, I may intentionally short change my recharge a little on some powers to get better use out of the portion of the bost affected by ED. I may choose an attack chain that requires the extra recharge, and choose not to have or slot any filler attacks to conserve slots and power picks. If someone has built around a particular alpha boost in this way, switching to another alpha boost may not be a viable option.
You certainly could build this way. I'm sure quite a few people will. But then technically, you could have 3 builds, each one geared towards a specific Alpha slot enhancement


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Posted

Ah. I hadn't really considered swapping. Since I'm not using CoF and I'm not particularly building around any specific Alpha Boost I'm sure I'll end up with all of them eventually. With Stamina, Physical Perfection, 2 Perf. Shifter, Miracle and Numina I don't think I'll have very big end issues anyway.


 

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Yeah...

That energy defense will come in handy. My S/L softcap DB/DA struggles on the RWZ challenge. 1 for 7 is the score...