Super Reflexes Post Here


Aett_Thorn

 

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Post your super reflexes experience and how you liked or not liked it. Compare the super reflexes vs. all other armor.


 

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While leveling I am finding it nearly ridiculous. Yes, when I get hit, I get hit hard and go down, but man...

I didn't want to make yet another SR/MA clone like everyone else or SR/DM for the same reason - I went with ice melee thinking the slows and ice patch would help. It does.

I am a little worried about getting him into the iTrials when I am high enough though - I bet he gets toasted pretty good. Nearly every tank build can get creamed on those though.


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Level 18 on my SR/KM Tanker so far. His super speeder concept is working out very well so far (SR and KM are both good for that).

29%ish Defense on DOs (with SR barely slotted at this early point).

I think SR will sit firmly in the middle of the pack for Tanker primaries, just like a well balanced set should. Of course part of the appeal of SR is that it sometimes exceeds the sum of its parts and survives situations it has no business surviving (ie, you get lucky).

Will roll a SR/MA Tanker at some point in the future when a leveling slot opens up for it.

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I went with ice melee thinking the slows and ice patch would help. It does.
You know, that would make for a great figure-skater-turned-superhero concept. *adds to roll list*

P.S. Tanker SR just might spoil the set for me on any other Archetype, it's just that good lol. Well, until it's time to roll my Staff/SR Scrapper anyway.

P.P.S. The one modification I'd make to the set for Tankers is to let the scaling resistance get to 90%@10% health, and/or let the scaling resists cover toxic and psi. Set doesn't really need that, but if the set were to get any buff for Tankers, I'd hope that's the buff it gets, so it stays completely within its elegant design.


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I've a SR/MA at 16 right now and the thing is a monster. At level 3 (with Crane Kick) I had ~35% Melee defense. Now at 16 with all 3 toggles I'm (still basically unslotted) around ~35% to all positions, again with CK. Once I get slotted up and get the passives I'll easily be soft capped even for Incarnate stuff.

The scaling resistance in the passives will also help out... does anyone happen to have those numbers available? Looking at Mid's I can't find any specifics on the scrapper version... the tanker should by rights be 25% stronger.


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Originally Posted by Call Me Awesome View Post
I've a SR/MA at 16 right now and the thing is a monster. At level 3 (with Crane Kick) I had ~35% Melee defense. Now at 16 with all 3 toggles I'm (still basically unslotted) around ~35% to all positions, again with CK. Once I get slotted up and get the passives I'll easily be soft capped even for Incarnate stuff.

The scaling resistance in the passives will also help out... does anyone happen to have those numbers available? Looking at Mid's I can't find any specifics on the scrapper version... the tanker should by rights be 25% stronger.
Do you mean Storm Kick? Isn't that the one that gives the defense bonus?


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Originally Posted by Aett_Thorn View Post
Do you mean Storm Kick? Isn't that the one that gives the defense bonus?
Doh, you're correct there. Chalk it up to my first time playing MA and not knowing the powers well enough yet.


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I am running a SR/KM speedster concept here. So far the mix of KD, Stuns, and -dam has stacked nicely with my high defense. I'm still lowbie, but trying to decide which build route to go. One one hand, since it is so easy to reach the softcap to all, I could skip fighting pool and focus on +regen, +hp, +damage and +recharge, or I could build for the incarnate softcap.

I'm pretty sure I am going to go redside briefly to pick up patron pools. I was thinking of going Leviathan to pick up all those cones to stack with repulsing torrent and put out some respectable aoe and debuff before closing to melee. Mu and Soul are both attractive though. Mu's AoE is more useful in Melee, and Soul has Gloom and Darkest Night. Decisions, decisions.


 

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Chalk me up as yet another doing a SR/KM speedster. I was trying to stave off making a SR until Street Justice was available, but I couldn't help myself.


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Originally Posted by Tenzhi View Post
Chalk me up as yet another doing a SR/KM speedster. I was trying to stave off making a SR until Street Justice was available, but I couldn't help myself.
I've always had a hard time sticking to playing an ice tank and could never get one very high. My SR/Ice tanker is level 40 right now, so there you go. I do miss not having a damage aura though.

...speaking of which, I wonder when Tankers will get Spines.


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So far lvl 15 with a sr/km set. Didn't want to take dm or ma because I knew there would be lots of clones. Was gonna take ice for ice patch but km sounds really good. Sr will help me build up the -damage on my enemies and the -damage will help whenever I get hit. With + recharge from sr it will help me stack faster as well. Got a unique story and a cute outfit from being able to buy some pieces i've wanted for a while, so I just might keep her.


 

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I rolled a SR/DB. I ran around pretty much untouchable the entire front end of the game. I died twice to CoT thanks to earthquake and other silly nastiness. At 22, my defenses shot up to 51% and realized the auto powers don't need slotted.

The real reason I wanted to take a second and post is for a different reason though. When you get held, your defense takes a major nosedive. SR doesn't come with a protection toggle like most of the other tanks. Instead, you get a click power. The downside... if that click power fails to go off when it needs to because of (-recharge) or whatnot... prepare to eat some debt. Your defense goes from 46% to -10% in a matter of .2 seconds. Unfortunately, your taunt aura doesn't drop... even while your held- which is pretty impressive, means everything is still going to be attacking you. That's the one thing I don't like about the set.

Finally, one other thing to note... The awakened group rolled through me continuously. They're either bugged, or that's the SR weakness.

Cheers!


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Right now, my lvl 29 SR/DM is sitting at 44% defense and that's just my toggles, autos, and Combat Jumping with only SO level enhancements. I plan on using the Steadfast IO for rounding out the defense over the soft-cap, but I wasn't sure if I should bother with anything else than +HP for the rest of my bonuses.

Anyone else going a different route for increasing the durability of their SR tank?


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As of right now, I have a lvl 12 SR/MA tanker on Exalted. Visually based of Li Mei from Mortal Mortal Kombat, she is doing a better job at surviving stuff then my DA/DM tank that went thru the same stuff. The Storm kick defense buff is a good help, but Sr seems to being a good job at tanking. I'll continue to post about it, but so far so good.


 

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Originally Posted by Rylas View Post
Right now, my lvl 29 SR/DM is sitting at 44% defense and that's just my toggles, autos, and Combat Jumping with only SO level enhancements. I plan on using the Steadfast IO for rounding out the defense over the soft-cap, but I wasn't sure if I should bother with anything else than +HP for the rest of my bonuses.

Anyone else going a different route for increasing the durability of their SR tank?
Enough recharge (bonuses or slotting) to have PB overlap (plus your desired attack chain), defense (cap or over) to taste, endurance management to taste, as much +HP as possible, and then as much +regen as you can get. Tough (slotted) is also pretty darn nice for stretching survival.

That's my view.

Others will tout Aid Self, too, though I personally loathe it.


 

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Originally Posted by Beau_Hica View Post
Finally, one other thing to note... The awakened group rolled through me continuously. They're either bugged, or that's the SR weakness.
Awakened have a lot of psionic attacks, and I believe a lot of them are of the non-positional variety. As SR, you only have melee, ranged, and AoE defense in your toggles and passives. You have scaling resistances in your passives, but they are for smash/lethal/fire/cold/energy/negative; they do not protect against toxic or psi.

So you have a few specific vulnerabilities as SR (tanker or otherwise):

1. Non-positional psionic attacks. Attacks typed psionic but not melee, ranged, or AoE. Mind control-like attacks in particular tend to be typed this way.

2. Tohit buffs. One day you'll be fighting Nemesis and six Nemesis Lts will die at once. Then you're likely to follow them ten seconds later. Also, the quartz enimator dropped by crystal DE Lts buff all nearby DE with a +100% tohit buff. You'll want to kill those fast: they essentially eliminate all your defenses.

3. Autohitting stuff. Most autohitting stuff doesn't hit for a lot, but it can start to add up. Tanking the Knives of Artemis can get ridiculous when you discover you have thirty caltrop patches stacked on top of you and your health is going down slowly but inexorably.

Outside of those three basic weaknesses, which aren't exactly common but also not exactly rare, you'll be extremely difficult to bring down typically. Most debuffs will glance off, and few things will be able to hit you to damage you. Oh, and I recommend finding someplace to stick this: Winter's Gift: Slow Resistance.

20% resistance to movement slow and recharge debuffs doesn't sound like much, but it stacks onto Quickness' 40% resistance to both. Getting that to 60% resistance to movement debuffs and recharge debuffs can actually quite useful, and you can always throw it into Sprint.


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Originally Posted by Tenzhi View Post
Chalk me up as yet another doing a SR/KM speedster. I was trying to stave off making a SR until Street Justice was available, but I couldn't help myself.
Im holding out.. waiting for Street Justice or Titan Weapons !!!


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Originally Posted by Caulderone View Post
Enough recharge (bonuses or slotting) to have PB overlap (plus your desired attack chain), defense (cap or over) to taste, endurance management to taste, as much +HP as possible, and then as much +regen as you can get. Tough (slotted) is also pretty darn nice for stretching survival.

That's my view.

Others will tout Aid Self, too, though I personally loathe it.
I'm in the same boat as this. Recharge to overlap PB, some +def maybe (as needed by your build), end management, and as much +HP and +regen as you can manage. That recipe made my scrapper stupid tough, I can expect more of the same or better in the tough dept from a tank..

Would not skip tough, but that's just my preference.


 

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Originally Posted by Arcanaville View Post
Awakened have a lot of psionic attacks, and I believe a lot of them are of the non-positional variety. As SR, you only have melee, ranged, and AoE defense in your toggles and passives. You have scaling resistances in your passives, but they are for smash/lethal/fire/cold/energy/negative; they do not protect against toxic or psi.

So you have a few specific vulnerabilities as SR (tanker or otherwise):

1. Non-positional psionic attacks. Attacks typed psionic but not melee, ranged, or AoE. Mind control-like attacks in particular tend to be typed this way.

2. Tohit buffs. One day you'll be fighting Nemesis and six Nemesis Lts will die at once. Then you're likely to follow them ten seconds later. Also, the quartz enimator dropped by crystal DE Lts buff all nearby DE with a +100% tohit buff. You'll want to kill those fast: they essentially eliminate all your defenses.

3. Autohitting stuff. Most autohitting stuff doesn't hit for a lot, but it can start to add up. Tanking the Knives of Artemis can get ridiculous when you discover you have thirty caltrop patches stacked on top of you and your health is going down slowly but inexorably.

Outside of those three basic weaknesses, which aren't exactly common but also not exactly rare, you'll be extremely difficult to bring down typically. Most debuffs will glance off, and few things will be able to hit you to damage you. Oh, and I recommend finding someplace to stick this: Winter's Gift: Slow Resistance.

20% resistance to movement slow and recharge debuffs doesn't sound like much, but it stacks onto Quickness' 40% resistance to both. Getting that to 60% resistance to movement debuffs and recharge debuffs can actually quite useful, and you can always throw it into Sprint.
I totally agree. My personal experiece with SR (as a scrapper, mind) bears all of this out. Yes, get the extra slow resist IO. Totally worth it, if only to jog (at a halfway decent clip) out of the Knives of A caltrop of death patch.

To offer my own opinion on things.. Nemesis is a pain, but even 6 stacked, isn't as bad as that insane Quartz.


 

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Originally Posted by Airhammer View Post
Im holding out.. waiting for Street Justice or Titan Weapons !!!

I like the idea of Street Justice. (Titan weapons a lot less). But even so, I find it hard to believe that either one can have the synergy of MA or KM. SR/KM and SR/MA just seem to be pure win.


 

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Originally Posted by Madadh View Post
I totally agree. My personal experiece with SR (as a scrapper, mind) bears all of this out. Yes, get the extra slow resist IO. Totally worth it, if only to jog (at a halfway decent clip) out of the Knives of A caltrop of death patch.

To offer my own opinion on things.. Nemesis is a pain, but even 6 stacked, isn't as bad as that insane Quartz.
If I remember correctly, Nemesis Veng is a +30% tohit buff and +20% defense buff (melee/ranged only). Even one stack of Vengeance is not good, but six places them into being able to beat Elude territory. And you often can't hit them back either, except with AoEs.

They'll also have a +30% damage buff per Veng. So +180% tohit, +180% damage, +120% defense, for thirty seconds. The best power to have in that situation is probably superspeed.


The part about jogging off of caltrops that is problematic is you have to do it very fast. Which is to say, you need to be moving when that first patch lands on you. Even if you have the speed to run off the patch, as the KoA start stacking it, the next thing they tend to do is run up to melee and surround you. At that point, you can't move and you can't hop off the patches. There are times I've considered adding Hover to my MA/SR build for no other reason but to give myself an escape path off of caltrops.


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Posted

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Originally Posted by Arcanaville View Post
If I remember correctly, Nemesis Veng is a +30% tohit buff and +20% defense buff (melee/ranged only). Even one stack of Vengeance is not good, but six places them into being able to beat Elude territory. And you often can't hit them back either, except with AoEs.

They'll also have a +30% damage buff per Veng. So +180% tohit, +180% damage, +120% defense, for thirty seconds. The best power to have in that situation is probably superspeed.
My current dulled mind, in no condition to think of any consequences, wishes that critter ToHit buff cap was much much much lower.


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The part about jogging off of caltrops that is problematic is you have to do it very fast. Which is to say, you need to be moving when that first patch lands on you. Even if you have the speed to run off the patch, as the KoA start stacking it, the next thing they tend to do is run up to melee and surround you. At that point, you can't move and you can't hop off the patches. There are times I've considered adding Hover to my MA/SR build for no other reason but to give myself an escape path off of caltrops.
Temp fly powers also can help quickly get out of those, at moderate endurance cost expense. Easy to get one these days, you still can buy them in the shadow shard, right?


 

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Originally Posted by Starsman View Post
Temp fly powers also can help quickly get out of those, at moderate endurance cost expense. Easy to get one these days, you still can buy them in the shadow shard, right?
Or you can buy the recipes on the market for a song. But its just a pain to remember to keep them around. Also, although I was specifically thinking about the KoA, my general mindset these days is increasingly towards not relying on temps, since I've been running incarnate trials a lot since I19.


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Originally Posted by Madadh View Post
To offer my own opinion on things.. Nemesis is a pain, but even 6 stacked, isn't as bad as that insane Quartz.
Be the first in, auto targeting the Guardian and take them out of action before they can do anything. Against Nems I didn't notice them but that could be to do with AoE Kbs.


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Originally Posted by New Dawn View Post
Be the first in, auto targeting the Guardian and take them out of action before they can do anything. Against Nems I didn't notice them but that could be to do with AoE Kbs.
Interesting fact about the Guardians. If there are more than one in a single spawn, only one of them will spawn the quartz (if you see two quartz drop, that's an overlapping pair of spawns). However, if you destroy the quartz or you destroy the Guardian before he drops his quartz, the other Guardian will *immediately* drop his quartz. So in a spawn with two Guardians, its almost impossible to prevent the quartz from being dropped for at least a short period of time.

And if you have a Guardian *and* a Granite, a devil's choice emerges. If you target the Guardian and you do not destroy it fast enough, the quartz will drop while a cairn is dropped, and now its three times harder to destroy the quartz. If you target the Granite or the cairn, you're necessarily leaving the quartz out for a while. And unlike things like Comm Officer portals or Engineer turrets, DE eminator spawns are not interruptible.

At least cairns don't buff each other any more. If you didn't run SR in DE missions or especially the Eden trial back when quartz eminators were not single suppressed (any number could drop by all Guardians aggroed) and cairns still buffed each other (they don't now) you do not know just how much hate the game is capable of dishing out.


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