Gaussians set of 6 in tactics for MA/FA... Worth it?
It is worth it if you are going for positional defenses, but not worth it if you are going for typed defenses. For positional defenses, you gain 2.5% to all three positions for a total of 7.5% defense. For typed defenses, only S/L and F/C really matter for most of the content, so you are only gaining 2.5% useful total defense (1.25% S/L and 1.25% E/N) for 6 slots. There are much more efficient set bonuses than 2.5% defense for 6 slots.
Post a build and you might get more help.
BrandX Future Staff Fighter

The BrandX Collection
I'd expect you to be going for smashing/lethal defense primarily, energy/negative secondarily. If so, then as Syntax42 says, the Gaussian set isn't helping much.
"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 dont use mids.
Gotta say I dont understand very well about defense types and numbers.
I usually just take a look at builds at forums, and I see what I can buy and what can I improve to get nice bonus...
Shame on me, playing this game for such a long time, and only few months ago started with sets, so Im not an expert
Also, I dont see any MA/FA builds, since is a very rare combo.
I dont use mids.
Gotta say I dont understand very well about defense types and numbers. I usually just take a look at builds at forums, and I see what I can buy and what can I improve to get nice bonus... Shame on me, playing this game for such a long time, and only few months ago started with sets, so Im not an expert ![]() Also, I dont see any MA/FA builds, since is a very rare combo. |
http://paragonwiki.com/wiki/Defense
Not sure if this is the best link, but check out the beginning of the article where it talks about "Attack Tags."
All (with a few exceptions) attacks are coded as either being Melee, Ranged, or Area of Effect. There is a defense to each of these, called collectively "Positional Defense"
Additionally, all (with exceptions) attacks are also tagged by type. Smashing, Fire, Negative, etc. These are called "Typed" defense.
When you are attacked the game looks at the attack and says, "Hey someone just threw a firey boulder at you. That is a Ranged attack with a Smashing and Fire damage type"
Then game then takes your *highest* defense value (Ranged, or Smashing, or Fire) and uses that to determine the hit roll. It is important to note that they don't combine in any way.
Because positional defense bonuses tend to come from the 6th slot in sets, most people without a ton of defense in their armor set (like fire) will build for typed defense. Specifically S/L first since that covers a wide variety of attacks.
As mentioned six slotting Gaussian's is best for positional defense, but it your trying to softcap all types like an Inv or WP then it's still worth it. However if all you're chasing is S/L then your better off with Rectified Reticle which will give you 1.875% S/L Defense once it's two slotted.
For typed defenses, only S/L and F/C really matter for most of the content
|
edit: Also, the Gaussian's isn't helping either positional or typed defenses very much by itself -- I'd only invest in it if I were building up significant defensive bonuses from other sets as well.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
MayorOfAngrytown, thanks for the help. I got the basics, Im just a mess with numbers about softcap, archetypes, etc...
For my MA/FA I was interested in positional and S/L defense.
I got F/C basicly covered with fire amor and its not that important to me.
I will take a look, maybe I can slot rectified reticle in build up.
Thanks everyone for the comments!
Yes, I meant S/L and E/N defenses are the most important. I was tired when I posted above. A Fiery Aura character only needs fire defense if they are strictly farming fire-based missions.
Angelxman81, you can view your defense values in the game. On the powers window, click on combat attributes. You can then view different aspects of your character. Turn all of your toggles on that you usually use and find out the defense numbers.
I suggest you get Titan Sentinel and use it to extract your current build from the game. Post that here and we can help you form something much better, most likely. It sounds like you are just using a mix of various sets because others use them, which isn't likely to produce an optimal result due to the complexities of the invention system.
I dont use mids.
Gotta say I dont understand very well about defense types and numbers. I usually just take a look at builds at forums, and I see what I can buy and what can I improve to get nice bonus... Shame on me, playing this game for such a long time, and only few months ago started with sets, so Im not an expert ![]() |
But if you DO think you'd enjoy all that, I think a good place to start is with the attack mechanics of the game:
http://paragonwiki.com/wiki/Attack_MechanicsIt'll probably take a while to be able to digest all that information. In the mean time, download Mids' Hero Designer and just start poking at it. If you want to see your current builds, you can also download CoH Titan Sentinel, and there's a way to export your build directly from the game into a data chunk that Mids' can read.
It's a good start.
"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
MayorOfAngrytown, thanks for the help. I got the basics, Im just a mess with numbers about softcap, archetypes, etc...
For my MA/FA I was interested in positional and S/L defense. I got F/C basicly covered with fire amor and its not that important to me. I will take a look, maybe I can slot rectified reticle in build up. Thanks everyone for the comments! |
Generally you'd want to build for typed (s/l, the e/ne) or positional defense (melee et al).
Usually I see (with exceptions) builds on resistence sets go the "typed" line rather than positional because it's more slot effecient.
I've tried a few times to soft cap positional defense on things like DA or ELE or FAand just can't get there.*
* - At a budget level realistic for me, haven't tried at "no holds barred" budget levels.
Well, this is my current build. I know is awful...
Hope someone can give me a hand.
Hero Plan by Mids' Hero Designer 1,94
http://www.cohplanner.com/
Click this DataLink to open the build!
Ninja Suzaku: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(9), TtmC'tng-EndRdx(9)
Level 2: Cobra Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Focus Chi -- RechRdx-I(A)
Level 8: Crane Kick -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21)
Level 10: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Super Jump -- Jump-I(A)
Level 18: Crippling Axe Kick -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 20: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33)
Level 22: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Eagles Claw -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(42), G'Wdw-Hold/Rng(43), G'Wdw-Acc/Hold/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Tactics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(43), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
Level 1: Critical Hit
Level 4: Ninja Run
|MxDz;1231;619;1238;HEX;|
|789C55935B6F12511485CF70114BA1944B0B2D94D2960A943 2B4DEF5C5546B1363A7|
|621A7D25233DC2D8092533A02D4FFE006FD1A4D568D5D4F80 BBCFD2A2F8F265EEA66|
|AF40EB49E063D659FBEC3D6B066D73D127C4FD0B420C5C327 5DB2EAF562CBDD19096|
|5BD3AB46C5B762D4EFE8A9D5565B5F6F798410F1EE7E5993A 694AAA65B4D4337CB0B|
|56D33ED85B94B765DD96EA9221ADADF242CBD28357EA3569C 97A53EDFEF09536364C|
|7559EA0DA35E0D742FD6A465D78C869FAF978C6AAD49BBFF5 F852E378C8A7AD1D4DB|
|B2ACE976935AC468B2247DB63B23F272099DBEE785E316506 1B8D600C9387EC83DA3|
|74942379A0C038AA0245C60EB915B8159CEDC5D95E9CEDC3D 93E9C7D92DC4EB89D57|
|B97E4003561883D78012E339B9DD18C59DE7FA17A4603C970 7DD42E81642B708BA45|
|D0ED0459FBE0EEBBCBCAF03D609311DB02DA8C53E4EE67B7D 21FA5FE636234C618A6|
|0D3FC6F0FF141D254A4A004A20CBC52F4909A25510838D62B 004064B60B024063B4D|
|EE30DC61449C44C449449C42C429447C86DC43700F3D70F0C 643C6C423E031F08411|
|247794DD8EE820D74F858108E315ED8FE0B41184328550D20 8258D50D208E52CB9E3|
|70C77FF1F9C77E037F80BF8CCC3E23E4E9A4C36B6C82EB774 91947FD3872C920970C|
|72C921971C723947EE49D44FE2819F27651ACA34943D7A145 9169CD91ADF51CE60CC|
|AC0326E31DD9F2689CDFE5C2D9D7C01B46E12DB0C7784F6E1 56EF5032BC58F8CF94F|
|C067E00B234C43CD61A839DC66C2257A6B9F96583E24C0527 275FF284261CB57EF81|
|5060CBB7430A5EABEF3DC5A15CC7EDDD60CCDE64FCE8ED3B9 5A7FC080ACF18C56D60|
|87F10F142EA11D|
One thing to learn is "the rule of five". You can only have five of any specific named bonus. To see where you are violating this rule, click on "View Active Sets". Scroll down through the "Effect Breakdown" section, and you'll see some things highlighted in red. These bonuses are over the cap, and are not applying to your character at all.
Next up, for defensive bonuses, you want to focus on positional defense OR typed defense, but not both. As I think was already mentioned, the game applies whichever one is greater. It's therefore generally much more efficient to pursue one to the exclusion of the other. For resistance secondaries, we typically pursue smashing/lethal defense bonuses, and to a lesser extent energy/negative defense bonuses.
Most builds benefit significantly from taking Tough and Weave, which unfortunately requires either Boxing or Kick as a prerequisite. So ideally, you'd find room for those three powers. Assault doesn't actually help a whole lot (low damage for the endurance), so I'd sacrifice that. I'd also personally sacrifice Rise of the Phoenix, the idea being that we're trying to make it so that you don't die in the first place, so the power is almost never useful. But some people love their rez powers, and that's fine. It just makes it harder to find room for other things.
I'd recommend picking up Hasten. The recharge will help bring back Healing Flames faster, and also speed up your attacks, which will probably allow you to drop one or two, making the room in the build for Hasten. I suspect that recharge and smashing/lethal defense should be the two main priorities here, though I admit that I've never built a top end */Fire, even in Mids', so I could have even basic strategy wrong. We'll want confirmation from someone with more direct experience.
There's surely plenty more, but we need to start somewhere, and addressing those issues will change a great number of things, which makes further comment probably a bit iffy at this point.
"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
One thing to learn is "the rule of five". You can only have five of any specific named bonus. To see where you are violating this rule, click on "View Active Sets". Scroll down through the "Effect Breakdown" section, and you'll see some things highlighted in red. These bonuses are over the cap, and are not applying to your character at all.
Next up, for defensive bonuses, you want to focus on positional defense OR typed defense, but not both. As I think was already mentioned, the game applies whichever one is greater. It's therefore generally much more efficient to pursue one to the exclusion of the other. For resistance secondaries, we typically pursue smashing/lethal defense bonuses, and to a lesser extent energy/negative defense bonuses. Most builds benefit significantly from taking Tough and Weave, which unfortunately requires either Boxing or Kick as a prerequisite. So ideally, you'd find room for those three powers. Assault doesn't actually help a whole lot (low damage for the endurance), so I'd sacrifice that. I'd also personally sacrifice Rise of the Phoenix, the idea being that we're trying to make it so that you don't die in the first place, so the power is almost never useful. But some people love their rez powers, and that's fine. It just makes it harder to find room for other things. I'd recommend picking up Hasten. The recharge will help bring back Healing Flames faster, and also speed up your attacks, which will probably allow you to drop one or two, making the room in the build for Hasten. I suspect that recharge and smashing/lethal defense should be the two main priorities here, though I admit that I've never built a top end */Fire, even in Mids', so I could have even basic strategy wrong. We'll want confirmation from someone with more direct experience. There's surely plenty more, but we need to start somewhere, and addressing those issues will change a great number of things, which makes further comment probably a bit iffy at this point. |
On a melee toon, though, either go full typed, full positional or just S/L.
How much are you willing to spend on putting together a build? Before you answer that, you should know that alignment merits make it very easy to participate in the market and make enough INF in very little time per day. A Luck of the Gambler global recharge IO costs two alignment merits and sells for 100 to 150 million crafted, last time I checked. There could be better ones, but I wouldn't know. Running the tip missions shouldn't take more than 15-30 minutes per day if you skip straight to the objectives and abandon tips with annoying missions. Farming tips is fast in Terra Volta if you kill bosses quickly.
Expect to spend around 500 million for an entire build. It could easily be less if you already have some of the sets you need, and if you're willing to craft the inventions instead of buying them pre-crafted.
Some comments about your current build:
Titanium Coating is not a good set. Status effect resistance does not help melee characters because they already have status effect protection. The 2.5% melee defense at 6 slots is a lot of slots spent for a smaller bonus than most sets give. Use four Reactive Armor for S/L and E/N defense, or 3 or 5 Aegis for AoE defense, depending on which type of defense you are going for.
Luck of the Gambler is not an exceptional set to use in defensive toggles. Most builds have it for the global recharge enhancement. After slotting that, the set bonuses for up to four slots are decent for melee characters.
Ghost Widow's does not provide very useful bonuses. The max endurance is not as useful as you might think. Instead, Basilisk's Gaze is good for E/N defense and recharge, or Lockdown for positional defenses.
Thunderstrike is good for ranged OR energy defense, but you should have either 3 or 6 slots of it.
Travel powers like Super Jump are a good place to put a Blessing of the Zephyr knockback protection.
I know the Numina Proc can be 200-250 Mill, depending on how the market is that week. It might sell by the end of the day... or the end of the next month.
Trying to post something worth it...
If you are going for a defense build, you don't tend to need purples (with a few corner cases, the Confuse purple set IIRC has Ranged defense). You will probably use up all your slots getting defenses.
I posted a data chunk for my Fire tanker below, which may give you some ideas for Fire Armor + defense. Obviously you probably won't be getting the PvP +3% defense IO, but the rest isn't terribly expensive.
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;714;1428;HEX;| |78DA6594DB72124110866760112110423893900012082401D6E3A5A5C6585685144| |AF4CEA2D66412B6240BEE4269BCF291BCF001D4F2F4165E6B19F53E07ECED1E0829| |28E09BEDFEB7A7FB1F96DAEB751F636F6F33EEBBD7D62CABB9AD192F84E9DED27A7| |D536B47EA8766C7E81CE83B56BA27B483F49E6E686D37632C41C2E6BAD8138625CA| |1BBA300F9B77E0A6B8CCD4445B0CE3B80E3E345AC21446AF3C5CF8EA9D4EBBBC29B| |4AE6EECFBF16243DF6FF5E0CA8B578DAE10BB81A16A5798564BEFC6EE77F59DF25D| |B3DF13CD46A7DF6ED634AB07BBC4A1AD227C3E78E08BC3870D14F6D3C1588A397E1| |18E10CA2BC86599F206A0B2A097C917C8EB98B9F488F01871B94148A2FC2354E7B2| |3A5F80458179170959C46C06118D737BAF4F2077CAEACE0D0C4D3FE076BD9906B7E| |BCD6C23E25B881034E322B9CB75ECB043F327845344E60C511C204A766D9545E144| |DCD41377CF612819C17A61A8E791F53C06DEE3EB38ECED7D5DC4F44BC4AA89CEAC5| |A882F70CB949C718A669CA519C3345C9846ADD08C1CB6F7CB19FDE460921C2C9283| |ABE4E01A39F819AA07F080068E001D4CF4376281CEE72B0882B2E92099902613D26| |442EE82096B648213BA0851D3CE500C1B4B5730535111EA5544167411AACE232BD8| |519C1005B3623213A3D002E11B74949099C4854C0CEE9993BDCE1DA3979913C229E| |2CA196140B07BCDB220F490920796BA055018CB45F0671182D42215648B372815F7| |DA1932384B06E7C8E03C199C27834B647002E44B52BE44F202C90B242FD8F2D450B| |E0B2D2DCB1D976FD28E3FE05F61450EBCF28E6C7E8FF80E5694A5BA5C439B1568B9| |4AD338AA721A358CBF3F35828A7965F48CC11B5E6C53193DA40C4ED0D6D61519811| |027778BE7AA41DD8B5A5C3F1B5B6B63EBE7636BCFCCE8C91B1C79470F2DE3B4DB9F| |F1D03286FE9E87387F82FDE79F22FE8D67D228AE10AA139395C62773A267EA84E8F| |A44E4DA44E43F2E07E1F7| |-------------------------------------------------------------------|
The data link does not work for your build, Angelxman81. Post the data chunk so people can open it in Mids'.
Updated build and data chunk:
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ninja Suzaku: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Fire Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(21)
Level 6: Focus Chi -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(9)
Level 8: Crane Kick -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(27)
Level 10: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:50(31)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(31), S'fstPrt-ResKB:30(33)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Rchg+:50(33), LkGmblr-Def/Rchg:50(34)
Level 20: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 22: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/Rchg:50(36), Efficacy-Acc/Rchg:50(37)
Level 24: Boxing -- Empty(A)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(37), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 28: Burn -- Oblit-Dmg:50(A), Oblit-%Dam:50(39), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 32: Eagles Claw -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(45)
Level 35: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(46)
Level 38: Rise of the Phoenix -- RechRdx-I:50(A)
Level 41: Char -- BasGaze-Slow%:30(A), BasGaze-Acc/Hold:30(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rng:50(48), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Fiery Embrace -- RechRdx-I:50(A)
Level 50: Spiritual Total Radial Revamp
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Total Radial Conversion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Mrcl-Rcvry+:40(13), Numna-Heal:50(13), Numna-Regen/Rcvry+:50(15)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(17), P'Shift-End%:50(17)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 18,9% Defense(Smashing)
- 18,9% Defense(Lethal)
- 5,5% Defense(Fire)
- 5,5% Defense(Cold)
- 11,8% Defense(Energy)
- 11,8% Defense(Negative)
- 6,13% Defense(Psionic)
- 15,2% Defense(Melee)
- 7,38% Defense(Ranged)
- 8% Defense(AoE)
- 48,8% Enhancement(RechargeTime)
- 59% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 185,7 HP (13,9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 13,2%
- MezResist(Sleep) 1,65%
- MezResist(Stun) 3,85%
- MezResist(Terrorized) 2,2%
- 10% (0,17 End/sec) Recovery
- 52% (2,9 HP/sec) Regeneration
- 3,78% Resistance(Fire)
- 3,78% Resistance(Cold)
- 3,13% Resistance(Negative)
- 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;709;1418;HEX;| |78DA65945B4F134114C7677BB1505AA0142858A0943B85AE54F0FA6250245129168| |9BE99662923AC36A5EEB60AF8E207D06834018DA089C64FE0ED8B18133F8497772F| |EBD9FF59604D9B36BF9933FF33732E33CDAECF8484B87F46288DE78A9A69E6170B8| |6562E4BC39FD556F442685E2FDDD47A17AB9BDAAD6A400811DF5BCF6765514A35AB| |19155D2BE6A78D8A79B036236FC89229D5595D1A1BF9E9AAA1452E9456A5214B157| |56F10CAADAD15D539A995F5D24AD3DE64591AE6AA5E0E633EABAFAC5668F5FF59CB| |F9B25E50CF16B54D99CF6A66858EE8A0C8C6E8B76587888FE51539429FF02C30AE0| |0BE45E0A85BD7A708312C7C3DC0A10423096C934E71740AEF57C7FB0579BF20EF37| |453A2FEB7CDE4BE491112D59C63CD07A9991039E91DCCF72C5FFC2234454D4ED00C| |F6925E06C14D0842D6E5F023A0A8C65E0B00426495BCF727FFD1D5EB90B74AD3336| |809E4DC63DE0187935B097A7214611758B9E76A0B70368274118795B22DC8690636| |46A621FD134826D22648AB0CA1B6985AAB799C13EC908703C6067C6BA28173BC9C5| |4E72B1FBB9D82748D786725BDEB6071EE4FE18E87F080C3C0214D2C59C5062167DC| |40E593A9D32745610DC4099711B1832182690AE0227C92BEE78C57F61EB21BB8B19| |31FC1BB3E13F8CBFC0A80578C9ABDBC9BA9BB319E56C46399B1467B34BBA84D3C90| |47732C59D4C7127C7B993E3DC495FC0BE47BC6D1F17B39F8B391E05D25CD3D3A41B| |74921F1C83EBEBB01023CE6D1AF9EAB11B98FE0CBC09F3B3B01B3DB60BF191978C5| |7C05B12A84E90EA3B5EF90864DE333E303E01A7E8F009E75E4CF0E15DBEFD97445F| |BB19736E4B12A29C6FFF190905A26F4197250DD177B7896FD88FA0EBF92D20FFD04| |554377415B3C66BC04FB7EE09DAD4F81468DE626C038983D0AC544DE01335964C8D| |65B2C6325563A96FDEFF33B07251FB5C1E275A0FC65F5CF6EB41F8B2DE355E728DF| |F01F3F4EE5B| |-------------------------------------------------------------------|
Generally-speaking, the best typed defense sets are Kinetic Combat (S/L), Eradication (E/N), Aegis (F/C) & Reactive Armor (S/L/E/N). That's a good place to start and you're already there for the most part. The more of each, the merrier, and you can let F/C go without significant consequences.
How much defense you need is difficult to answer. On a */Fire, you're going to have to make compromises. Softcapped S/L covers the widest range of content, but leaves some significant holes and would require a lot of sacrifices. Many players prefer to get to 32.5% to S/L/E/N, so that they can pop a single small purple inspiration and softcap to all four types. Some prefer 20% to all types or positions, which is two small purple inspirations from softcap. Which one will work best for you depends on what sort of content you want to face and how often you want to go to your inspirations.
That said, there is one thing that all builds need to pay attention to and that's endurance. The more recharge a build has, the more endurance trouble it tends to have. High recharge builds with the top attack chains require somewhere north of 3.0 net endurance per second (recovery - toggles) or some way to regain lost endurance. Low recharge builds can get away with less by using lower-endurance powers in their attack chains. The floor is probably somewhere around 2.0 net endurance per second.
As specced above, you've got a net endurance per second of 1.83, which is a bit low. Consume will help a lot, but it's slow-recharging. Storm Kick uses 4.69/sec, Cobra Strike uses 3.90/sec, Crane Kick uses 3.27/sec, Dragon's Tail uses 4.11/sec, Eagle's Claw uses 2.53/sec, and Fire Ball uses 10.82/sec (all numbers estimated using Arcanatime). Anyone should expect to use endurance in a fight, but you don't want to run out. Take 1.83/sec away from each of those and you can figure out how much endurance you lose running any particular combination of attacks. For your utility powers, Healing Flames is 4.10/sec and Focus Chi is 3.94/sec.
Using the recharge for Consume as the baseline (under the assumption that you'll have enough targets to fill up), you need to lose less than ~109 endurance every ~78 seconds or you'll detoggle. That would put -1.39eps as your detoggle pace. Lose any more than that and you're in trouble. With 3.36eps recovery, you have 4.75eps to work with. Your toggles take up 1.53eps, leaving 3.22eps for attacks and other powers. Eagle's Claw is great and Crane Kick is close, but your attack chain is likely to exceed the 3.22eps goal.
Now, this assumes one constant stream of actions, which may be a bit unfair. It'd only happen against AVs or GMs that require long-term attention. In normal gameplay, you'll switch targets occasionally and fights against any given spawn are likely to be over in MUCH less than 78 seconds. When you aren't fighting at all, your net eps will refill your bar steadily.
At this point, the detoggle pace is still a concern, so I would build for either more recovery or better endurance management - probably both. Two easy solutions come to mind, but you may not like either: 1) switch Pyre Mastery for Cody Mastery; or 2) switch to Cardiac Alpha. Both would be a bit much, I think, but either might help significantly.
Fire armor scrappers are a bit delicate, so I was thinking about this to improve defenses.
I know is useful for brutes, to full slot rage or tactics with a set of 6 Gaussians, for the nice defense bonus and the useful proc, but I dont know if it could be worth it for a MA/FA scrapper.
I run a but low on slots, but maybe this could be more useful than maneuvers.
Any thoughts?
Thank you in advance.