A SR Scrapper's Quest to the Soft Cap


all_hell

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
If you can softcap an SR without relying on 6 slotting attack powers for defense bonuses, you can spend those slots on OTHER set bonuses, and your character will be stronger for it.
I agree. The fewer slots the better for def cap. Building up my DM/SR guy next. Did my Elec/Shield guy with a total of 4 slots in deflection and battle agility (each), 3 slots in tough and weave (each), and single slotted combat jumping. It was a bit on the expensive side...but your point stands. Fewer slots in defense powers help other places.

That left room for other bonuses I wanted in other powers -- which give the defense, but gave me enough sets to get my recharge to astronomical levels, and have good recov/regen.

I'll be building my DM/SR guy the same way, minimal slotting for defense, to get damage output + other survivability up.

My only regret is not fitting in Jacob's Ladder. I could drop Spring Attack, but I like teleport powers. I'm not short on attacks either, I can cycle Thunder Strike, Chain Induction, and Energy Torrent without delay (usually), and can stick in a Havoc Punch if needed.

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Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin

 

Posted

Quote:
Originally Posted by Keplar View Post

My only regret is not fitting in Jacob's Ladder. I could drop Spring Attack, but I like teleport powers. I'm not short on attacks either, I can cycle Thunder Strike, Chain Induction, and Energy Torrent without delay (usually), and can stick in a Havoc Punch if needed.
If you have your endurance under control, jacob's ladder is a better choice than havoc punch. It has better DPA than havoc punch used a a single target attack, and can hit multiple targets. If you had to drop one, I'd drop havoc punch every time.


 

Posted

Quote:
Originally Posted by Death_Adder View Post
If you have your endurance under control, jacob's ladder is a better choice than havoc punch. It has better DPA than havoc punch used a a single target attack, and can hit multiple targets. If you had to drop one, I'd drop havoc punch every time.
Can't drop Havoc Punch, first power.


Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin

 

Posted

Quote:
Originally Posted by Keplar View Post
Can't drop Havoc Punch, first power.
I'm at work so I can't open the build, but Charged Brawl has better DPA than havoc punch and is generally a better choice for a first power. Havoc punch is really a stinker IMO, and the second most skippable power in ElM after the hand clap clone.


 

Posted

Quote:
Originally Posted by Death_Adder View Post
I'm at work so I can't open the build, but Charged Brawl has better DPA than havoc punch and is generally a better choice for a first power. Havoc punch is really a stinker IMO, and the second most skippable power in ElM after the hand clap clone.
I'll keep that in mind next respec. It is pretty much just there to hold the set though. I don't think I've actually used it more than 4 times in the last month, so it isn't a huge issue. It does have kind of a long animation for what it's worth.


Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin

 

Posted

@Bronze Knight

I won't comment on the MA part of your build as I'm relatively unfamiliar with MA when it comes to attacks chains and how much recharge one needs for them etc..

I'm wondering why you wish to be around 50% for Incarnate work. The Incarnate soft cap is 59% so you'd need quite a bit more. 50% is overkill for SR for anything that doesn't need the incarnate soft cap (which outside the itrials is very limited ... I think only the DE in the tip missions). And well shy of the Incarnate cap ... using purples is a much better bet for when teammates buffs don't put you there. Getting to 47% will allow enough to buffer you even in bad -def situations and put you a small luck from 59%. I'd stop there and go to work on +max health or since you are building more for recharge ... more +recharge at least until you hit perma Hasten (ideally without Incarnate boosts). And upon working on things without purples (or Spiritual) or a different Epic Pool doesn't look like perma-Hasten is possible (with 5*5% and 5*7.5% the build is still shy by a small amount).

You're over the Rule of 5 for a few bonuses. Work to eliminate those.

Slot up and run Tough, increase your +max health, and get the DDR to 95%.

Here's a quick rebuild moved slots and changed sets around. Kept the same power choices and moved the ordering of Kick, Tough, Weave and Elude around but otherwise tried to keep things as close to your original as possible.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Martialneticks_Doomguide: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), S'dpty-Def(31), S'dpty-Def/EndRdx(34), S'dpty-Def/Rchg(43)
Level 2: Storm Kick -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(9), T'Death-Dam%(45)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(36), S'dpty-Def/EndRdx/Rchg(48)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
Level 8: Crane Kick -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 10: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(48)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Cobra Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19)
Level 18: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(46), S'dpty-Def/Rchg(50)
Level 20: Focus Chi -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39)
Level 22: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25)
Level 24: Quickness -- Run-I(A)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Eagles Claw -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(34)
Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx/Rchg(39), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(43)
Level 38: Kick -- Empty(A)
Level 41: Spring Attack -- Erad-Dmg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Elude -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(21)



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Posted

I'd like a second opinion on my MA/SR build as well.

Some notes:

-I have T4 45% Spiritual which lets me permahasten with 75% global recharge
-Gladiator's Armor +3% Def IO - I don't have it yet but 2/3 way there on Hero Merits
-Goal was to hit 50% defense just because (I think the last .3% on my ranged is covered in-game with my 50+5 defense IO)
-Couldn't really fit +HP bonuses, opted for +regen instead.

Feedback would be much appreciated.

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Posted

See, I don't really shoot for massive recharge on my builds. The higher my recharge gets, the more likely I am to have enduarance problems.

I'm generally happy with around 50-60% global recharge, and maybe Hasten for those times I want stuff coming back faster. I know I'm an oddball among scrapper players, but I'd rather build for survivability and have my damage a few points below optimum DPS numbers. I like knowing that when the feces hits the rotating blades, I'll survive it.

Nothing wrong with lots of recharge, just not my style.


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

Quote:
Originally Posted by ClawsandEffect View Post
But....if you softcap without having to use Mako's Bite and Touch of Death, it means you can 5 slot your attack powers with Crushing Impact instead, getting the same recharge bonus as Red Fortune without wasting slots in a defense power that doesn't benefit much from having 6 slots in it. That saves you a slot in every attack power that isn't 6 slotted for defense bonuses.
My build takes the route of using almost no normal defense bonuses:

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I go for the "steadfast + glad + gaussian" method of getting to the soft cap, because that seems to provide the maximum flexibility everywhere else. And I focus on recharge, +regen, and +health for speed and additional survivability when I can. In fact, given a choice between going crushing on CAK or Mako, I went Mako for the extra +health and +damage. The extra +5% recharge didn't seem to have a significant difference in altering my attack chain for the better.

I really think SR scrappers should try to find space for Winter's Gift in higher end builds whenever possible: the difference between 40% resistance to slow and recharge debuffs and 60% seems very noticable to me.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
See, I don't really shoot for massive recharge on my builds. The higher my recharge gets, the more likely I am to have enduarance problems.
Conserve Power pretty much takes care of that. You'll burn more endurance because of higher recharge/hasten crash but Conserve Power will be up more often as well. Hit it whenever it's up and you're good. I did a successful pylon test without any source of heals and endurance was all in manageable levels.


 

Posted

Quote:
Originally Posted by clarke_VII View Post
I have spent ~1.2B influence and ~200 Merit Points @ level 50 on IO Sets. The journey has been long, expensive, and, at times, arduous, but Kane Black's survivability borders ridiculous. I use Conserve Power and a few luck and breather inspirations as a net to catch me when Elude crashes. I had been carrying Recovery Serum as a temp power to use for long fights that did not require Elude, but I recently unlocked my Alpha Slot and chose Cardiac as my initial Incarnate Ability. Stamina is no longer an issue.

Exact numbers to follow as soon as I finish slotting Reactive Armor.
I've just literally finished soft-capping my lvl 40 DB/SR and it cost me, no more than 75mil! 1.2 bill seems so steep. I can understand if you didn't craft any of it yourself, but if I were to guess 300-400mil max to buy the enhancements straight up?

Either way, gratz on the SC.


 

Posted

Quote:
Originally Posted by Polydeuces View Post
Conserve Power pretty much takes care of that. You'll burn more endurance because of higher recharge/hasten crash but Conserve Power will be up more often as well. Hit it whenever it's up and you're good. I did a successful pylon test without any source of heals and endurance was all in manageable levels.
And if I want a different APP, what then?


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

Quote:
Originally Posted by ClawsandEffect View Post
See, I don't really shoot for massive recharge on my builds. The higher my recharge gets, the more likely I am to have enduarance problems.

I'm generally happy with around 50-60% global recharge, and maybe Hasten for those times I want stuff coming back faster. I know I'm an oddball among scrapper players, but I'd rather build for survivability and have my damage a few points below optimum DPS numbers. I like knowing that when the feces hits the rotating blades, I'll survive it.

Nothing wrong with lots of recharge, just not my style.
I have no survivability issues, and survivability is the #1 priority on my list, recharge being second. I have no endurance issues for a couple of reasons:

1) Everything dies before I use my bar, due to massive recharge!
2) If I do get low on endurance (farming an ambush mission or something with tons of enemies), I have conserve power -- I use it and it recharges fast enough that it is more than ready before the next time I need it.

You also have to keep in mind that with a defense set, the longer you fight, the greater the # of hits are. Without (a lot of ) regen/resists, you want to kill stuff fast. That is part of your defense too.

In rare occasions (usually soloing grenade/acid things), I have to use my Incarnate heal, but that also then buffs my regen for the 2 mins it is down. Short of getting an unlucky alpha strike, I never die. That is the same scenario any defense build is in though.


Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
And if I want a different APP, what then?
Then that wouldn't be building for survivability. You need endurance to stay alive, yes? With Conserve Power, you can have survivability and put out optimum DPS numbers. Yes, you can eat your cake and have it too.