SJ/EA feedback please?


Combat

 

Posted

What would you change and why?

Building for normal play, don't have a big goal in mind other then wanting to do good in teams or solo play with the everyday normal content, tips mission, story arcs etc. . .

Was trying for soft capped defense and perma hasten, got pretty close not sure if I should try something else. Main concern is my damage going to be low? Looked at a few other builds and seems the damage is a bit higher then mine, although I didn't think to check to see if combat readiness was active, and if incarnate ability was turned on.

I went with darkness mastery for the -to hit and -acc plus to slot for the +rech bonuses. By no means am I stuck on that as my epic, willing to change it, rather stay epic then patron just mainly cause I don't want to have to jump back and fourth, but if it'll make a BIG difference in getting a patron then I'm up for it.

Also what is the best attack chain that anyone has come up with so far for SJ? Will I be able to use it in my build (or do I need to make some changes first)?

Another question is incarnates, which alpha and other incarnate powers are most people going with using this combo?

Thanks in advance for any and all advice and comments!

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

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Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), DefBuff-I(3), LkGmblr-Def/EndRdx(3)
Level 2: Dampening Field -- S'fstPrt-ResDam/Def+(A), ResDam-I(5), ResDam-I(7)
Level 4: Sweeping Cross -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(11), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23)
Level 6: Combat Readiness -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7), RechRdx-I(11)
Level 8: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), DefBuff-I(9)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Rib Cracker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 14: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(37)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(46)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), FrcFbk-Rechg%(40)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), DefBuff-I(21)
Level 22: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), DefBuff-I(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 28: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(29), Dct'dW-Rchg(31), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33)
Level 30: Energy Protection -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/Rchg(31)
Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 35: Energy Drain -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36)
Level 38: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(46)
Level 47: Dark Blast -- Decim-Acc/Dmg(A), Decim-Build%(48), Decim-Dmg/EndRdx(48), Decim-Acc/Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3



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Posted

I moved some things around. You lose out on some recharge, but gain enough +def to be softcapped to all but psy with one target in range. I recommend picking up spiritual, as that will let you have perma-hasten. I also added more accuracy, and now you are at 95% against +3s, which you weren't at before. I also added some recovery and switched out some of the defense/ends for more defense. I hope I stayed where your budget was; I didn't add any purples or PvPs, and actually might have lowered the cost with some of the lower level sets.

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TW/Elec Optimization

 

Posted

I like the changes and recommendations that Combat made. Since it is softcap to S/L/F/C/E/N, I would drop Night Fall and pick up Maneuvers.

With the defense that Maneuvers add, change up some of the IO slotting to add a bit more recharge, damage resist and hit points.

Attack chains player's have been coming up with all have "RC-SB-RC" as part of their chain. Which makes sense to try to stack damage resist debuffs (Achilles' Heel in SB).

I created a StJ/WP scrapper which is great but looking over Energy Aura and the changes made with it, StJ/EA is a better match imho.

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Posted

Recharge looks definitely worth tossing if you're going with EA considering Entropy Aura, it's pretty dope IMO. But that was just based on my Beta impressions.