Musings on SR
I could see that only as a timed function (successful hit would trigger this function for 5-10 seconds then reset to regular probability and this recurring over the life of the activation) to avoid bad luck streaks, such that back-to-back large hits would be nagated and /SR could stay in high flack situations more effectively. Needed, no, but an interesting idea and I really like it.
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A well built SR can definitely solo the Lambda Sabotage without Inspirations, what more do you want ?
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Even with your incarnate bubbles on. Yes this is a touchy subject for me.

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Founder of A.G.O.N.Y. Supergroup on Victory
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A well built SR can do all this and still get his butt handed to him by one DE crystal dropped by a Guardian, even if you sneak up behind him and stun him first.
Even with your incarnate bubbles on. Yes this is a touchy subject for me. ![]() |
As for the musings in this thread that SR is somehow lacking and should be given more stuff, I say do no want. SR can be softcapped with no set bonuses at all, leaving all your set bonus opportunities for things other than Defense. When every other set out there is scraping together as much Defense as they can get their mitts on, SR is free to do completely different things like +Damage, +Recharage, +HPs, +Regen, you name it. That is the strength of IOing SR.
Super Reflexes is a finely tuned, light weight powerset beautifully simple in its design. I'd hate to see it turned into the all-over-the-map, over-engineered mess that sets like Shield Defense are. And if you think you need Aid Self on SR, you aren't doing it right. On properly built and played SR, the only thing that'll kill you is sudden amounts of massive damage. This is something Aid Self will not help you with, but those free IO opportunities SR gives you will.
And here's hoping Shield Defense's 95% DDR bug gets fixed soon.
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<snip> ... As for the musings in this thread that SR is somehow lacking and should be given more stuff, I say do no want. SR can be softcapped with no set bonuses at all, leaving all your set bonus opportunities for things other than Defense. When every other set out there is scraping together as much Defense as they can get their mitts on, SR is free to do completely different things like +Damage, +Recharage, +HPs, +Regen, you name it. That is the strength of IOing SR.
Super Reflexes is a finely tuned, light weight powerset beautifully simple in its design. I'd hate to see it turned into the all-over-the-map, over-engineered mess that sets like Shield Defense are. And if you think you need Aid Self on SR, you aren't doing it right. On properly built and played SR, the only thing that'll kill you is sudden amounts of massive damage. This is something Aid Self will not help you with, but those free IO opportunities SR gives you will. ... <snip> |
Other than the Steadfast and the Glad +3% defense procs not a single set bonus on my claws/SR is devoted to +def, it's all from powers. Outside of the 4 purple sets she has the rest of the set bonuses are almost entirely devoted to +max health and +regen. I have Aid Self on this latest build since the room opened post inherent fitness, but I could count on one hand and likely have fingers left over for the times I felt it definitely made the difference between a hospital run or not, it's as much a set mule for +max health and +regen as it is for Healing. Having the option to use Rebirth now has made Medicine and Aid Self very optional.
That's certainly true, yet I stand by my point.
![]() I consider -range and fly to be survivability just as much as HP, regen, res, def... Ok, it's specific in that for that particular encounter you don't need anything else once you have that ; but it's still at least one more power pick you'd have to spend over a SR with just enough survivability to solo the sabotage phase - as confront is essentially an useless choice in that situation. I would also argue that there still can be a benefit to tanking LR in melee over confront spam, because in melee you can also whack a tower (ideally, one that your teammates aren't fighting ![]() |
I could of put in Assault instead for a bit more damage, but I run enough STFs (even now) that it's just a good power pick for me to have, when I've seen to many tanks unable to do the hover + taunt (even if they have fly) due to ego, or the team makeup doesnt allow anyone else to do it.
So, Hover + Confront was put in. Hover adds some survivability though, so that's always a plus (and has saved me on some AVs...like soloing mantis) not to mention Dual Blade Confront just looks pretty

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I have to echo the sentiments of the majority in this thread. I don't find SR in the least bit squishy. The easy softcapping, the huge DDR, the recharge buff and the resistance on the passives all combine well to make an extremely solid set.
The only reason shield can compete defensively with SR is due to HOs buffing DDR and IO set bonuses. I also find SR to be a very slot friendly set, nothing in the set needs a great deal of slotting in order to be effective. A cheap SR build will always be better defensively than a cheap shield build and i'm pretty sure no one wants to spend billions on every alt.
LOL at SR is the poor mans def set.
As said, scaling resist helps a ton, as does 20% recharge (almost 3 LOTG worth).
The only thing I could say about SR vs SD is that SD has a better T9, it adds stuff that the rest of the powerset doesn't let you get, and is up mroe with less of a crash.
SR seems like the "I want my cake and eat it too" set, in that it is soooooooo easy to softcap, and have 95% DDR, that you can slot even your def sets for hp/regen/recharge to get the ultimate chains for your primary. My MA/SR has 320ish regen, 1800ish HP and softcapped def, 180 recharge, can take ranged and aoe attacks from PPPs, can take muscle and not worry about it most times.
I'm unsure if SD's resists vs SRs passive resist, over time, wouldn't be about the same. Seems SD is better front end (full health) and SR's is better back end (low health) and both sets don't get hit that much.
SR is my favorite secondary for scraps because it lets you focus on your primary, and doesn't add anything to your look unless you want it to.
I consider -range and fly to be survivability just as much as HP, regen, res, def...
Ok, it's specific in that for that particular encounter you don't need anything else once you have that ; but it's still at least one more power pick you'd have to spend over a SR with just enough survivability to solo the sabotage phase - as confront is essentially an useless choice in that situation.
I would also argue that there still can be a benefit to tanking LR in melee over confront spam, because in melee you can also whack a tower (ideally, one that your teammates aren't fighting