Broadsword/Fire Armor Scrapper


ClawsandEffect

 

Posted

I've recently started one, and I also wrote up a build in Mids. My goal was to try and get Ranged and AoE defense up to at least 30%, since Melee will be softcapped due to continuous use of Parry. I also tried to shoot for as much Smashing resistance as I could muster, hence why Tough is slotted healthily instead of being a Steadfast anchor.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Demon Lord Katsu: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27), Mako-Acc/EndRdx/Rchg(27)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), Aegis-EndRdx/Rchg(5)
Level 2: Blazing Aura -- EndRdx-I(A), EndRdx-I(48)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(13), Mrcl-Heal/Rchg(13)
Level 6: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11)
Level 8: Parry -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(21), Aegis-EndRdx/Rchg(21)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19)
Level 18: Whirling Sword -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(34)
Level 20: Consume -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(36)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(25)
Level 26: Disembowel -- Mako-Dmg/EndRdx(A), Mako-Acc/Dmg(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(50), Sciroc-Acc/Dmg/EndRdx(50)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(33)
Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(42)
Level 41: Dark Blast -- Empty(A)
Level 44: Shadow Meld -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 47: Soul Storm -- Hold-I(A)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)

(sorry if I botched the build pasting, completely new to Mids)


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

Posted

I look at Stamina and see that you've 6 slotted it giving it more accuracy and more recharge - ofcourse you didn't you've gone for the aoe def bonus. This is something I wouldn't do though. I would try to slot the power for no more than I would with normal IOs and try to achieve the def you want some other way. Combat Jump same thing, it really doesn't need an end discount as it costs next to nothing or more recharge. Again the def would have to be gained some other way.

Blazing Aura is great DPE on 10 mobs, I'd slot for that. Dark Blast is pretty good DPA is it worth slotting for that? One way or another I'd want to do more.

Question are you overly worrying about ranged? Or about AoE? AoEs tend to be the lightest and least reoccuring. If I had something like 45% melee, 30% ranged and 15% aoe def and powers that weren't overly slotted in buffs they don't need I'd be happy. See what ya can do. I myself look at a build for months if not weeks before going for it...or in the case of one corrupter, years XD.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I look at Stamina and see that you've 6 slotted it giving it more accuracy and more recharge - ofcourse you didn't you've gone for the aoe def bonus. This is something I wouldn't do though. I would try to slot the power for no more than I would with normal IOs and try to achieve the def you want some other way. Combat Jump same thing, it really doesn't need an end discount as it costs next to nothing or more recharge. Again the def would have to be gained some other way.

Blazing Aura is great DPE on 10 mobs, I'd slot for that. Dark Blast is pretty good DPA is it worth slotting for that? One way or another I'd want to do more.

Question are you overly worrying about ranged? Or about AoE? AoEs tend to be the lightest and least reoccuring. If I had something like 45% melee, 30% ranged and 15% aoe def and powers that weren't overly slotted in buffs they don't need I'd be happy. See what ya can do. I myself look at a build for months if not weeks before going for it...or in the case of one corrupter, years XD.
I ignored melee def for favor of Parry. And yes, you're correct that Stam and Combat Jumping were both slotted for the defense bonus. I tried my best to get both ranged and aoe to 45%, but as you can see, I didn't get that close. I was a little convoluted in trying to slot for def, since I was working more on survivability, but I'll take a look at the slotting again.


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

Posted

Well, to start, you're wasting the last two bonuses of the Performance Shifter set and the last two of one of the Scirocco sets due to the rule of fives, so there's no point in wasting those slots.

For two, in my opinion, it's easier to try and softcap S/L/E/N with Fiery Aura than to softcap the positional defenses. You can use less slots in your defenses and give other powers some love.

But if you're adamant about going for the positional defenses, I have a few nitpicks (other than the one noted in my very first paragraph):

1. I don't understand why you chose to slot three individual sets with the same bonus in Healing Flames. Why not just pick one set and throw a few of its enhancements in there instead? I usually throw 4 of the Numina's set for the added healing bonus.
2. Combat Jumping and Parry are WAAAAY overslotted. CJ only needs two, at most, and you can get away with 2-4 on Parry. I try to get the Melee def around 20-25% so one hit with Parry (slotted with a LoTG +rech and LoTG def) softcaps Melee def. I think you're relying on it a little too much.
3. Why not just throw the PS acc/rech/endmod on Consume instead of the Efficacy Adaptor one? And actually, you can get the exact same enhancements and get better bonuses from the EA set than from the PS set. I would swap the two PS enhancements, myself.
4. You should replace the Blessing of the Zephyr travel speed/endrdx with the Blessing of the Zephyr KB protection. Then you could just get rid of Acrobatics. If you're worried about getting held, throw the Aegis unique on TP and be done with it.
5. I would only have one rech on Rise of the Phoenix, myself. If you're going for survivability anyways, it shouldn't need to be used that often. The extra slot can go somewhere else that needs it.
6. Finally, why is Health not slotted at all? If nothing else, I'd throw a Numina's +regen/+recovery on it.

Hope this helps a little!


 

Posted

Quote:
Originally Posted by Davonyx View Post
Well, to start, you're wasting the last two bonuses of the Performance Shifter set and the last two of one of the Scirocco sets due to the rule of fives, so there's no point in wasting those slots.
Can you explain to me what the rule of five is? I never understood it.

Quote:
Originally Posted by Davonyx View Post
For two, in my opinion, it's easier to try and softcap S/L/E/N with Fiery Aura than to softcap the positional defenses. You can use less slots in your defenses and give other powers some love.
I was only trying to slot positional defense because it seemed easier to me, but if there's an alternative, do tell.

Quote:
Originally Posted by Davonyx View Post
1. I don't understand why you chose to slot three individual sets with the same bonus in Healing Flames. Why not just pick one set and throw a few of its enhancements in there instead? I usually throw 4 of the Numina's set for the added healing bonus.
I was frankenslotting it, as it was one of the last things I looked at. I do like the healing bonus on Numina's, but I didn't think about it.

Quote:
Originally Posted by Davonyx View Post
2. Combat Jumping and Parry are WAAAAY overslotted. CJ only needs two, at most, and you can get away with 2-4 on Parry. I try to get the Melee def around 20-25% so one hit with Parry (slotted with a LoTG +rech and LoTG def) softcaps Melee def. I think you're relying on it a little too much.
I think I am relying on Parry a little too much, honestly... Combat Jumping, I was just trying to squeeze some bonuses out of it.

Quote:
Originally Posted by Davonyx View Post
3. Why not just throw the PS acc/rech/endmod on Consume instead of the Efficacy Adaptor one? And actually, you can get the exact same enhancements and get better bonuses from the EA set than from the PS set. I would swap the two PS enhancements, myself.
I'll take a look at it. Once again, was just going for bonuses.

Quote:
Originally Posted by Davonyx View Post
4. You should replace the Blessing of the Zephyr travel speed/endrdx with the Blessing of the Zephyr KB protection. Then you could just get rid of Acrobatics. If you're worried about getting held, throw the Aegis unique on TP and be done with it.
I got paranoid, because I did what you explained on my VEAT and I still get thrown around.

Quote:
Originally Posted by Davonyx View Post
5. I would only have one rech on Rise of the Phoenix, myself. If you're going for survivability anyways, it shouldn't need to be used that often. The extra slot can go somewhere else that needs it.
Right, should've thought of that. I always overslot my rezzes...

[QUOTE=Davonyx;3747491]
6. Finally, why is Health not slotted at all? If nothing else, I'd throw a Numina's +regen/+recovery on it.
/QUOTE]

I was going to throw that in there, but completely forgot about it. Thanks for pointing it out!

Quote:
Originally Posted by Davonyx View Post
Hope this helps a little!
It did, but as you can see, it only gave me more questions. :P


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

Posted

Quote:
Originally Posted by Icy_J View Post
Can you explain to me what the rule of five is? I never understood it.
Basically, the game will not let you use more than five of the same set bonuses. In this case, you have seven of the "3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)" set bonuses. Since the rule of five is in effect, those two extra defense bonuses are not being calculated into the build.
(You can hit Ctrl+B or go to Window -> Sets & Bonuses in Mids' to see what your bonuses are and where they are at. It will say at the top if you have too many of the same bonus.)

Quote:
Originally Posted by Icy_J
I was only trying to slot positional defense because it seemed easier to me, but if there's an alternative, do tell.
It's exactly what I said. Just slot for S/L/E/N defense instead of the positional def. I was mainly referencing the fact that you can slot 4 of the Reactive Armor resistance set in Fire Shield, Plasma Shield, and Tough to get the 1.25% S/L/E/N bonuses, which helps out in the long run and gives you 3 more slots to play with. Parry could lose some of its effectiveness, though.

Quote:
Originally Posted by Icy_J
I think I am relying on Parry a little too much, honestly... Combat Jumping, I was just trying to squeeze some bonuses out of it.
That's all good and well, but you're still wasting several slots. You could get different/better bonuses elsewhere.

Quote:
Originally Posted by Icy_J
I'll take a look at it. Once again, was just going for bonuses.
A 5% travel speed bonus isn't worth slotting for. With three PS enhancements, you would be getting a hitpoint bonus, but with the exact same enhancements from the EA set, you could be getting a slightly lower HP bonus and a recovery bonus.

Quote:
Originally Posted by Icy_J
I got paranoid, because I did what you explained on my VEAT and I still get thrown around.
Well, it depends on how much KB protection your toon was actually getting, plus what you were going against. If you're really bothered by it, go for +12 KB protection via enhancements and be done. Acrobatics isn't worth wasting a power on, IMO.

Quote:
Originally Posted by Icy_J
Right, should've thought of that. I always overslot my rezzes...
It's not really overslotting; I just wanted to give you an extra slot to mess with.

Quote:
Originally Posted by Icy_J
It did, but as you can see, it only gave me more questions. :P
There's nothing wrong with that



This is a quick build I've thrown together. This is a rough idea of how I'd do a typed build. I guess maybe the positional def approach might be a little easier because of all the pbAoE attacks these two powersets have... I dunno. I didn't realize how hard it'd be to slot this. For the ~25 seconds that Shadow Meld is down, I got the S/L/E/N defenses to 32.5% (can hit the softcap with a purple insp), and you can softcap your Melee def, should you need it for whatever reason, with one Parry hit. Not the best build, but it should give you an idea of what I'm talking about.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1371;679;1358;HEX;|
|78DA6593CB4F135114C6EFB4536AA1A52D0F5B9EA51428E551A8E07363543421A10|
|9D0E8B619CAA58C8E6D332D2A3BFF011F71A12B4D4C7CFE4FEE0D2AEA9204753C73|
|BE4B594C03FDF59EF39DB9DF9C7B4FF1D14A5888C75785D67DC3329ACD72A9621B8|
|D86B40345A36A564450083178122B17A52565FEBA5D37B6CBA587757B7BA89D5A91|
|3BB2D694F95BA6B4F7CBD7F66C23BE5ADB95B6ACB5F2273F22EBF5BA458AEA6ECBA|
|C55C3BC5A93468316D193C5B6B49BBB6623CEEBD5DA03B3696E9996D9DA1FB8D930|
|2BF952CBB0EED176A5FA9E552E1ACD16ED96248F93F45F76CDF2C7F18B75C2B8486|
|F30329B408971CED5694A374E3FB2A26394712605A4194BA4D3A00B68873E214644|
|E70163EC07709F7205316631D275C63255F9950BFF6DCD0D8D96800D6093A1912EA|
|07401B89D83DB39B89D87DB2DD2E1C59C40F093CF2D0D7F66F4BD03DE33921F1883|
|1F19E7A92404EF5A28A9B1F704A342992E7E7D47EBEA672BE138C34F9988EA4B047|
|DE9CE00684F0CEDB940BAA8D245A18B41D003410FFA27491757CEE3C76C6BC601DC|
|0E15C4DC1F5E2DFC05FE3174AAEA554FEF85BFC13EC6700CE8655C245D3FDEC3DFF|
|F9C4BCF3E019EA221CFB0225D42752281E7A58F84DB891DCA0CC09F3E8013C8BA27|
|9014599C4016273073970FF612C987D4810DE11E4C7C03701D26BE331241F79B756|
|2E40B7BA85228A53A9142690EA53994E670851670A10A35C6E5A0BB3B9C8FCF7228|
|03C42933A97A3489E64CF5F0E94EA14753E8D1576AF3B4B2328DD2231AF759847CB|
|368C73C320A0754935782FC6BF87903BC655CA1CD17D543175133ACB7278FFEE823|
|527A7BC69C194F76D1132978224B9EC8B227B2E689ACEB6A5B8A681C09C5DAF3E81|
|C76B6275A657F9D46FCDA1D6E870F43EBC3B4EA98DD9F9ECADFA7119FF60A57F705|
|A3E325E33F303FE535|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Davonyx View Post
Snippit
Ok, I see what the Rule of Five is about now.

I'll definitely be using your build as a base over mine. I feel yours is more well rounded, whereas, to be honest, I couldn't find anything else to do with mine. :P

I'm new to Fire Armor (this will be my first toon with it, actually), and I have no idea what to expect. I'll definitely be fiddling around in Mids as I make the climb to 50. Thanks for the help.


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

Posted

Why did you slot Parry (an attack) with a full set of a defense set? (that confers no accuracy or damage)

You're already hurting your damage output by using it so much, if you don't at least slot it for damage you're hurting your damage even more.

I like to slot procs in it if I don't need the slots for set bonuses. Since I'm spamming it so much it gives a good return on any procs I put in it, especially the Hecatomb proc if I can afford it. Alternately, if you want positional defense, a full set of Mako's Bite.


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

This is about as close as I could get it while still slotting important powers and not using anything super expensive. It's not ideal, but it gets you within a small purple of the soft-cap of ranged and AoE. I strongly recommend cardiac alpha with this build.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

SPAAAAAACEEEE YAAAY: Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(11)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(48)
Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(9)
Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Regen/Rcvry+(36), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(36)
Level 10: Build Up -- RechRdx-I(A)
Level 12: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 14: Boxing -- Empty(A)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx/Rchg(31)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21)
Level 20: Consume -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 28: Burn -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(50)
Level 41: Char -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(48), Posi-Dmg/Rchg(48), Det'tn-Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37)