Street Justice Endurance Costs
Maybe it's the combo system due to it generating 'moar damage'? I haven't bought the set but I teamed extensively with two SJ brutes while on my ice/time corr at level 25ish and I was very impressed how quickly they took down red bosses and orange lts. I was also impressed that both of them were complete end hogs with lots of endred and proper SO stamina slotting (I asked them, plus I knew the players and they know how to slot stuffs), they had to rest more than any Brute I ever saw/played except for a Stone Melee/Dark Armor, and my ice/time corr is already a major end pig, but they were worse in that regard.
DB gets endurance-free damage from combos, so does FM from dot ticks, to a lesser extent so do Claws/DB/SS/DM from their damage buffs, etc..
I don't think it's fair for StJ to have such a high end cost on powers. OP may have no complaints with the set, but personally I find it weaker and weaker the more I play it - and it's difficult to discuss that as people tend to be clouded by the fun they're having with it.
Going on a tangent here, but that attitude baffles me. We consistently get people who say "oh, I play for fun, not for power", but as soon as you suggest the set they're having fun with might not be that powerful, they jump at your throat. It's like they associate power with worth, which is a dubious attitude to me, even moreso in a video game.
Silly fleshlings. Nihiliibot enjoys StJ even though it sucks monkey coconuts.
DB gets endurance-free damage from combos, so does FM from dot ticks, to a lesser extent so do Claws/DB/SS/DM from their damage buffs, etc..
I don't think it's fair for StJ to have such a high end cost on powers. OP may have no complaints with the set, but personally I find it weaker and weaker the more I play it - and it's difficult to discuss that as people tend to be clouded by the fun they're having with it. Going on a tangent here, but that attitude baffles me. We consistently get people who say "oh, I play for fun, not for power", but as soon as you suggest the set they're having fun with might not be that powerful, they jump at your throat. It's like they associate power with worth, which is a dubious attitude to me, even moreso in a video game. Silly fleshlings. Nihiliibot enjoys StJ even though it sucks monkey coconuts. |

Oddly enough, StJ seems, at least with respect to single-target damage, to reward you at both the extreme low end and the extreme high end; attack chains that require basically zero global recharge aren't significantly worse than attack chains that require ridiculous amounts of global +recharge -- but the more +damage (and procs) you stack, the more benefit StJ pulls from its -RES debuffs (also procs).
One of the results of that frankly ingenius (though perhaps unintentional) design is that it can leave the powergamer puzzled. For the first time in I-don't-know-how-long, I'm leveling a build without any kind of firm idea about what I want to do with it. That's ... vaguely unsettling, but I'm not sure it's a bad thing.
(For what it's worth, I'm leaning towards the notion that StJ goes best with Willpower, because Willpower gets zilch from recharge bonuses. You can have a more-or-less optimized StJ attack chain on a max-defensive WP character. And! You don't need glowing hands.)
All of that said, there are flaws, or if you prefer, shortcomings in the set. On a personal level, the biggest surprise has been how much StJ makes me appreciate Martial Arts more.
I'm partial to Shield myself. That is, I would if I was a hypothetical person that didn't scream bloody murder about Shield GFX whether it's relevant to the actual topic at hand. Shield doesn't need +recharge either, and AaO is especially juicy with StJ for the reasons you mentioned ; I also tend to enjoy stronger aggro aura even more on quick animating powersets, as on higher (+) reps with WP, enemies tend to do the "I'm afraid/I'm taunted" dance a bit too often for my liking with the taunt effect from the aura not being perma anymore. Shield Charge fills the gap in decent radius, brainless AoE output.
Street Justice - Heavy Blow: 5s recharge, DS 1.16, 6.03 end
Kinetic Melee - Body Blow: 5s recharge, DS 1.16, 5.82 end |
Street Justice - Shin Breaker: 8s recharge, DS 1.64, 11.86 end Broadsword - Hack: 8s recharge, DS 1.64, 8.53 end |
Looking over the rest of the set, Initial Strike, Rib Cracker, and Spinning Strike (at combo level 0) all follow The Rules. Sweeping Cross is getting an endurance and recharge discount, presumably on the same logic as Shadow Maul, though not as large since (I assume) it's so much faster.
Crushing Uppercut appears to be getting an endurance discount in exchange for extra recharge. The recharge looks like it was copied directly from Knockout Blow (in fact at combo level 2, aside from end cost and cast time, CU is an exact clone).
One of the results of that frankly ingenius (though perhaps unintentional) design is that it can leave the powergamer puzzled. For the first time in I-don't-know-how-long, I'm leveling a build without any kind of firm idea about what I want to do with it. That's ... vaguely unsettling, but I'm not sure it's a bad thing.
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I DO need to decide on a secondary before I can do Street Justice, though. I'm thinking Energy Aura, if only because I've never done one before. I might as well get a feel for two sets at once. I'd be tempted to go Brute in that case, though. More and more, it seems like you need a taunt aura to even partially suppress the horrible running. The horrible, horrible running. I don't like the fury mechanic because I don't like the game forcing me to keep running forward, but in practice, I almost always keep running forward anyway, and almost always have plenty of fury.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I don't like the fury mechanic because I don't like the game forcing me to keep running forward, but in practice, I almost always keep running forward anyway, and almost always have plenty of fury.
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Look at it as a reward for constantly moving forward as fast as possible and fighting as many enemies at once as you are capable of.

It's funny, I have a vaguely similar problem with Scrappers. Sometimes I choose to not make a Scrapper because I feel penalized for not going Shield Defense. The same problem does not really exist with the same magnitude for Brutes and Tankers with regards to that set.
Originally Posted by Werner
I'm thinking Energy Aura, if only because I've never done one before. I might as well get a feel for two sets at once. I'd be tempted to go Brute in that case, though. More and more, it seems like you need a taunt aura to even partially suppress the horrible running. The horrible, horrible running.
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Try not to look at it as being forced to run forward.
Look at it as a reward for constantly moving forward as fast as possible and fighting as many enemies at once as you are capable of. ![]() It's funny, I have a vaguely similar problem with Scrappers. Sometimes I choose to not make a Scrapper because I feel penalized for not going Shield Defense. The same problem does not really exist with the same magnitude for Brutes and Tankers with regards to that set. |
Bonus penalty if you didn't go Super Strength.
@SPTrashcan
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DB gets endurance-free damage from combos, so does FM from dot ticks, to a lesser extent so do Claws/DB/SS/DM from their damage buffs, etc..
I don't think it's fair for StJ to have such a high end cost on powers. OP may have no complaints with the set, but personally I find it weaker and weaker the more I play it - and it's difficult to discuss that as people tend to be clouded by the fun they're having with it. |

Nah. You're just badly penalized as a Brute for not going Fiery Aura, at an even more massive magnitude than Scrappers for not going Shield Defense.
Bonus penalty if you didn't go Super Strength. |
FA provides a high level of offense, but the level of mitigation is on the low end.
SD on the other hand, for a Scrapper, provides a better combination of offense and mitigation.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Ah, good! Is Mids' wrong, or am I reading it wrong? Mids' seems to indicate that it provides taunt protection to self, not that it taunts others. It doesn't show it allowing taunt enhancements. Let's see what in game says... I don't see a taunt or taunt protection when looking at the in game detailed info. Uh... are we sure about this?
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It is according to the patch notes, I also remember Synapse saying as such in the beta forums but with those forums closed I can't post it here.
From the patch notes:
Originally Posted by Issue 21: Convergence
Entropy Shield (Brute & Scrapper) This power has been redesigned to be a taunt aura that will enhance the user's recharge for each target in melee up to 10 targets and will reduce the recharge of nearby foes.
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i21 patch notes
Hmm,
It is according to the patch notes, I also remember Synapse saying as such in the beta forums but with those forums closed I can't post it here. From the patch notes: It can be found about 70% of the way down: i21 patch notes |

"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I can confirm that the taunt component in EA does indeed work as intended. It's kind of weird, though. It makes things stick to you, but it doesn't make things pursue you if you brush past them while stealthing a mission, say. Not that I'm complaining about this, it's just odd. Handy though that EA's stealth power graphics suppress along with its stealth effects, much more informative than cloak of darkness. And cooler looking. Captain, a scrapper has decloaked off the starb-*gets roundhouse kicked*
SJ/EA is a great combination, though. Just got done with First Ward with only two slots added to secondary powers so far. Psi? Pfff, I guess that would be dangerous if anything lived for longer than five seconds. Going back to Paragon City is going to be akin to swimming over to the shallow end of the pool and wading around a bit of course.
Yeah, dunno that I'd say StJ sucks monkey coconuts (
![]() Oddly enough, StJ seems, at least with respect to single-target damage, to reward you at both the extreme low end and the extreme high end; attack chains that require basically zero global recharge aren't significantly worse than attack chains that require ridiculous amounts of global +recharge -- but the more +damage (and procs) you stack, the more benefit StJ pulls from its -RES debuffs (also procs). One of the results of that frankly ingenius (though perhaps unintentional) design is that it can leave the powergamer puzzled. For the first time in I-don't-know-how-long, I'm leveling a build without any kind of firm idea about what I want to do with it. That's ... vaguely unsettling, but I'm not sure it's a bad thing. (For what it's worth, I'm leaning towards the notion that StJ goes best with Willpower, because Willpower gets zilch from recharge bonuses. You can have a more-or-less optimized StJ attack chain on a max-defensive WP character. And! You don't need glowing hands.) All of that said, there are flaws, or if you prefer, shortcomings in the set. On a personal level, the biggest surprise has been how much StJ makes me appreciate Martial Arts more. |
Because the batman said so!
Virtue: @Santorican

Dark/Shield Build Thread
I was just looking over some of the powers in Street Justice and attacks with the same damage and recharge in other sets and noticed something a little odd.
Street Justice - Heavy Blow: 5s recharge, DS 1.16, 6.03 end
Kinetic Melee - Body Blow: 5s recharge, DS 1.16, 5.82 end
Street Justice - Shin Breaker: 8s recharge, DS 1.64, 11.86 end
Broadsword - Hack: 8s recharge, DS 1.64, 8.53 end
At this point, I'm accepting on trust that there's a reason for this. But I'd sure appreciate it if someone with insight into the design of the set could offer an explanation for the additional endurance cost of these attacks. Particularly since Initial Strike and Rib Cracker are on par with other 3 and 6 second recharge attacks, respectively, and Rib Cracker at least has a rare and useful secondary effect.
Again, not complaining, just want to know the reason. No complaints about the set overall.
@SPTrashcan
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