Here are (2) MA/SD builds . . .
Musculature adds approximately 35% enhancement to most attacks. Considering you already have a permanent damage bonus (AAO) on top of your ~95% enhancement, Musculature isn't very useful.
Martial Arts is an endurance hog if you are running the top attack chain. Cardiac could help with that, or you could get the Ageless Destiny. It all depends on how much healing or regeneration you feel like you need.
As far as the builds go, the resistance difference is insignificant. So is the HP difference. Scrappers are all about offense, and as long as you're soft-capped in both builds, your offense will be the determining factor.
Eh, even with softcap, i'd take the higher resistance over higher HP.. especially if its a measure of 10 to 50-ish HP, and 10%-ish resistance. Attacks still have a 5% chance to hit you, even when softcapped, and some enemies actually hit more often then the old 50% (think trials, and those darn tips with DEs in them) so some extra resistance will help out.
Offense is nice and all, but if you don't consider defense in there, you'll be a glass cannon, and as your a scrapper, and not a blaster you prolly want to think about defense first, then worry about killing the things in your way.
Musculature adds approximately 35% enhancement to most attacks. Considering you already have a permanent damage bonus (AAO) on top of your ~95% enhancement, Musculature isn't very useful.
Martial Arts is an endurance hog if you are running the top attack chain. Cardiac could help with that, or you could get the Ageless Destiny. It all depends on how much healing or regeneration you feel like you need. As far as the builds go, the resistance difference is insignificant. So is the HP difference. Scrappers are all about offense, and as long as you're soft-capped in both builds, your offense will be the determining factor. |
After I get Ageless I'll be able to run Manuvers for somewhere around 48 Melee, 50 Range, and 47 AOE.
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The enemy groups with to-hit buffs have fairly large bonuses. They are so severe that invention sets can't cover the ~50% extra defense required to make any noticeable impact on their hit rate. If you were thinking bosses and +1 to +4 enemies would hit you less, that is wrong. They get accuracy bonuses which are calculated after defense.
With 90% defense debuff resistance, the average 7.5% debuff will only debuff you for .75%. A defense buffer of 2% is more than enough to prevent cascading defense failure with high DDR because you will only ever have 17 enemies attacking you at once. The odds of ten of them all landing attacks at the same time to debuff you for 7.5% total are less than one in ten trillion.
Going that far past the soft cap is a waste of defensive sets that could be adding to your recharge bonus. To-hit buffs are too large to protect yourself against them with set bonuses. Defense debuff resistance protects you against debuffs well enough to not need much of a buffer.
The enemy groups with to-hit buffs have fairly large bonuses. They are so severe that invention sets can't cover the ~50% extra defense required to make any noticeable impact on their hit rate. If you were thinking bosses and +1 to +4 enemies would hit you less, that is wrong. They get accuracy bonuses which are calculated after defense. With 90% defense debuff resistance, the average 7.5% debuff will only debuff you for .75%. A defense buffer of 2% is more than enough to prevent cascading defense failure with high DDR because you will only ever have 17 enemies attacking you at once. The odds of ten of them all landing attacks at the same time to debuff you for 7.5% total are less than one in ten trillion. |
Well where can I improve on my builds? Assualt adds nothing, and I can't see where else to improve? Also, what about when I'm soloing AV's, if they hit me for -Def...or my AAO fodder sourrunding me, if they have -to Def?
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You didn't post the build with excessive defense, so I can't offer specific improvements on it. Take out some defense sets that don't drop you below 45% and try to fit more recharge in.
Going that far past the soft cap is a waste of defensive sets that could be adding to your recharge bonus. To-hit buffs are too large to protect yourself against them with set bonuses. Defense debuff resistance protects you against debuffs well enough to not need much of a buffer.
The enemy groups with to-hit buffs have fairly large bonuses. They are so severe that invention sets can't cover the ~50% extra defense required to make any noticeable impact on their hit rate. If you were thinking bosses and +1 to +4 enemies would hit you less, that is wrong. They get accuracy bonuses which are calculated after defense. With 90% defense debuff resistance, the average 7.5% debuff will only debuff you for .75%. A defense buffer of 2% is more than enough to prevent cascading defense failure with high DDR because you will only ever have 17 enemies attacking you at once. The odds of ten of them all landing attacks at the same time to debuff you for 7.5% total are less than one in ten trillion. |
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Which actually seems a little silly, it isn't like there's some major shortage of medium and large inspirations on trials.
Uhmm if it helps you some... this is my build... focused mainly on defense, recharge and endurance. Still... i am never out of attacks... whenever I'm attacking there is always 2 other attacks that already recharged. Regarding the epic powers.... well.. caltrops and shuriken fit her theme.
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http://www.cohplanner.com/mids/downl...D3F11FE833E59F
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"What counts is not what sounds plausible, not what we would like to believe, not what one or two witnesses claim, but only what is supported by hard evidence rigorously and skeptically examined. Extraordinary claims require extraordinary evidence." - Carl Sagan
Having trouble decideing between the two. The one thing they both have in common is that I'd have to forgo running a lot of toggles until I get Ageless for the +end, recharge, recovery. With that being said the +recharge is what I'm relying on to keep me at the recharge need to do the optimal DPS chains available for MA.
Also, noticed that Musculature, is not giving a dmg buff to all my Attacks, am I at Dmg CAP, for those powers. I know if I take off the +BU proc in Focus Chi, it helps, but for those times the BU proc fires, will I just be losing out on DMG? Should I go for Spiritual or Cardiac in that case?
Incarnates are driving me insane with Builds...grrrrrr!
Forgot to turn Incarnate off on the first one, major diffence is I get more life, and am HP capped with OWS up.
Less Recharge in Hasten, Less Reistance by .6%.
This one has Less HP but more Resistance, slightly and more recharge in Hasten.