Street Justice/ Super Reflex
Well...not to be harsh, but yes it sucks.
You need to be 6 slotting your attacks. You don't need to be slotting Stamina, Health, and Physical Perfection so heavily.
Im not going to tell you which attacks to take, that's up to you, but the melee and PBAoE sets you want for SR should be to pick up big chunks of positional DEF. So, Touch of Death & Obliteration for melee, Mako's Bite for ranged, and Sirroccos Dervish for AoE are good places to start.
You do want the fighting pool for Tough and Weave, and you might want to pick up Manuevers also for some extra DEF. I take Kick over Boxing, and at least slot a Force Feedback +RECH and an Acc in it so that it has some utility. On one of my /SR characters I 6 slotted Kick w/ FF which IIRC gives a 3.13% AoE DEF buff because I needed the extra AoE %, and I use it as a finisher to chipshot enemies that are almost wiped out. Put a Steadfast 3% DEF into Tough; you don't need the Steadfast -KB as Practiced Brawler is sufficient KB protection.
You wont need Elude if you get to softcap, which you should be able to do as SR is very easy to softcap. On my toons, I'll take it for leveling the last stretch, but I respec out of it once I've reached softcap. I never slot it with more than the free slot it comes with.
On Practiced Brawler you should 2 slot it, 1 RECH, 1 END, otherwise it will punish your blue bar everytime it comes up.
For me, I slot the 3 DEF toggles w/ LotG 7.5% / DEF, DEF, DEF / END, and 1 DEF IO, and all 3 Autos with 2 DEF IO's. I slot Weave with w/ LotG 7.5% / DEF, DEF, DEF / END, and CJ w/ w/ LotG 7.5% / DEF, DEF, Unbounded Leap +Stealth.
I slot Health with Numina's +Reg/+Rec, Numina's Health, Stamina with 1 PERF Shift +End, PERF Shift End Mod, and 2 END Mod IOs, and Physical Perfection with 1 Miracle + REC and 1 PERF Shift +END.
If I'm in the pool already for Physical Perfection, I take Focused Accuracy and 6 slot it with Gaussian's for the nice across the board def buff, and the Build Up proc adds a nice little damage kick too.
Conserve Power helps while leveling, but after you get to Incarnate's a Cardiac Alpha will remove any lingering END issues you might be having and you can respec out of it.
I put a Winters Gift Rech resistance into Super Jump, to supplement Quickness. Quickness's 1 freeslot gets a run enhancement.
Supplement with Accolades. Pick up Atlas Medallion as soon as you can; you should have it by your early 30's at the latest. Do all 6 basic TF's as you level to pick up Task Force Commander. Get Portal Jockey, and Freedom Phalanx Reserve to top off. The extra END and HP is a nice pad on any character, but you'll extra appreciate the extra HP on SR when the random number generator goes against you, and it will help your scaling resistances on the SR Auto's to do you some good.
Speaking of which, it might seem counterintuitive, but with SR don't get overly worried if you drop to yellow; your scaling resistances will help you stretch the bottom end of your HP's. When you incarnate out, Rebirth gives you the click heal you've always wanted on your SR toon and makes a huge difference. On that note many people with SR go into the Medicine Pool for Aid Self, but I've never found it necessary. I keep a green inspir or two handy for just in case situations and keep on scrappin.
Anyway, my tricked out 50 /SR scrapper has ~56% DEF to all positionals, no elude. He runs all 3 SR toggles, CJ, Tough, Weave, Manuevers, Focused Accuracy, and Assault at all times. Practiced Brawler is on Auto. Haste has about a 20 second gap, and just about any sort of external RECH buff from teammates will push it to practically perma. My buildup is available every ~30s. Thanks to Cardiac, endurance is never an issue.
As an aside, a few days ago I crafted into Agility Alpha and swapped Cardiac out. The DEF buff from Agility pushed my positionals to 60% which was nice, but the END Mod buff was nowhere near as effective as Cardiac's END Reduction, forcing me to turn off Assault and I couldn't sustain my END thru the big Seige / Nightstar fight in the BAF, so I switched back to Cardiac.
kewl kewl. Like I said I need info so this helps I appreciate it
I just do not see were I need to pull from and switch up at. I do not have all that many slots to pour into different areas. And what do I drop to take tough and weave and assault and stuff. Seems like the only place to drop from is attacks... do I only keep like 3 attacks and drop the rest or something?
You need to be 6 slotting your attacks |
You can keep the Crushing Impacts if desired. Here's a build that'll hit Soft-cap with only the 2.5 vs all from Gaussian's and the 3% Steadfast. You can drop Maneuvers if you go Agility Core route (T2 and higher has +Defense), or if you slot the Glad Armor 3% Def into Tough it'd work as well.
I dislike going for Positional Set Bonuses, since they tend to lurk at the 5 and 6 slot levels, so tend to shore the defenses via power picks.
Hero Plan by Mids' Hero Designer 1.952
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Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- Empty(A)
Level 1: Focused Fighting -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(3), LkGmblr-Def/EndRdx:40(3)
Level 2: Focused Senses -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(5), LkGmblr-Def/EndRdx:40(5)
Level 4: Agile -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(7), S'dpty-Def/Rchg:40(7)
Level 6: Combat Readiness -- Empty(A)
Level 8: Rib Cracker -- Empty(A)
Level 10: Practiced Brawler -- Empty(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(15)
Level 16: Dodge -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(17), S'dpty-Def/Rchg:40(17)
Level 18: Spinning Strike -- Empty(A)
Level 20: Quickness -- Empty(A)
Level 22: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(23), LkGmblr-Def/EndRdx:40(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+:40(A), Ksmt-ToHit+:30(25), Winter-ResSlow:40(25)
Level 26: Shin Breaker -- Empty(A)
Level 28: Lucky -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(29), S'dpty-Def/Rchg:40(29)
Level 30: Hasten -- Empty(A)
Level 32: Crushing Uppercut -- Empty(A)
Level 35: Evasion -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(36), LkGmblr-Def/EndRdx:40(36)
Level 38: Focused Accuracy -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(39), GSFC-ToHit/Rchg/EndRdx:40(39), GSFC-Rchg/EndRdx:40(39), GSFC-ToHit/EndRdx:40(40), GSFC-Build%:40(40)
Level 41: Laser Beam Eyes -- Empty(A)
Level 44: Energy Torrent -- Empty(A)
Level 47: Physical Perfection -- Empty(A)
Level 49: Maneuvers -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(50), S'dpty-Def/Rchg:40(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth:40(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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I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
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I can give you some general tips about power choices and slotting, but if you want specific advice you'll need to say what you want to do with the build. Is soft-capping your goal? Do you want to have set bonuses when you Exemplar? Would you prefer cheap builds or expensive builds? Stuff like that. Builds are like maps - not very useful if you're don't have a destination.
First of all, I suggest including a Data Chunk when you post a build. So, without opening it up...
The third Recharge IO in Hasten likely isn't worth the slot.
The passive powers in SR don't cost any Endurance, so slotting them for Endurance Cost Reduction doesn't do anything.
Combat Jumping provides little Defense and costs essentially no Endurance, so slotting it heavily often isn't the best choice. If you're pursuing a set bonus there's usually a better way to get it. However, it's a great place for single IOs like the Kismet +ToHit or the LotG +Rech.
You have Red Fortune five-slotted a couple of times; I'd think about six-slotting it. Red Fortune's six-piece bonus is great for soft-capping Super Reflexes. Also, slotting the whole set gives a power great Endurance Cost Reduction so it's great for high-cost powers like Weave or Maneuvers.
Elude's not terribly useful if you're soft-capped. If that's what you're going for I'd suggest either dropping it or putting a single enhancement in it. Personally, I use the slot for a Winter's Gift Slow Resistance IO. Also, enhancing its Endurance Modification isn't terribly useful, since it gives so much Recovery on its own. If you can't use up the Endurance it gives you then you don't need it to give you more. :P
Performance Shifter +End procs are good to put in Stamina and Physical Perfection. One of those will return more Endurance than any other IO you could slot them with.
Speaking of Physical Perfection, keep in mind that it doesn't give you as much Recovery as Stamina does, so six-slotting it has less return than six-slotting Stamina. For that matter, it doesn't give as much Regeneration as Health does, either. A common and effective method is to slot Health with pieces 1, 5, and 6 of Miracle and Numina's Convalescence, while putting the Regenerative Tissue unique and a Performance Shift +End in Physical Perfection. I usually wind up with a level 50 common End Mod IO and a Heal IO in there as well.
How do you feel about Super Jump? One of the nice things about /SR is that with Quickness it's easier to forgo a travel power. That is, if you have Ninja Run.
Slot your attacks! As a Scrapper, your job is to do damage. Survivability is nice, but Scrappers build for that as a means to continue delivering that damage in tough circumstances, not simply to survive.
's doesn't make things plural.
Level 1: Heavy Blow (A) Empty |
Maybe your tolerance is higher than mine, but I would not want to go to 18 with only 2 attacks, and then to 24 with only 3, when 2 of them are finishers and on somewhat lengthy cooldowns. Swap Rib Cracker and Combat Jumping.
As mentioned, you're going overboard on Stamina and Physical Perfection. Both could lose 2-3 slots.
Great Wall of Prophecy, reveal to us God's will that we may blindly obey.
Free us from thought and responsibility
We shall read things off of you.
Then do them
Your words guide us.
We're dumb
I just do not see were I need to pull from and switch up at. I do not have all that many slots to pour into different areas. And what do I drop to take tough and weave and assault and stuff. Seems like the only place to drop from is attacks... do I only keep like 3 attacks and drop the rest or something?
|
I can't give you any advice about Street Justice, but you can drop Elude and either Focused Accuracy or Conserve Power. Doing that would let you pick up Weave and Maneuvers. Assaut, Tactics, Aid Self, and so are nice, but to pick those sorts of things up then you need to look at dropping attack and travel powers.
's doesn't make things plural.
I want to make him sof cap out and be able to survive good av fights.
the attacks do good as they are I am already going to change them out with makos 6 slotted.
I usually go for high speed recharge toons but I think the Street Justice power set itself is fairly fast as is so I am going to cut them back a bit and hit them for the power sets that give good def buff.
This is my current live build, and it's pretty beastly. I went with the Musculature Radial Alpha because in addition to +dmg it also has +end mod, which helps with my end recovery. If I fight non-stop for 5 minutes or longer I start to have endurance issues, but that's pretty rare. I didn't take Hasten because I don't need it to make a good attack chain, which for single targets is: (CR+CU+)SB+RC+HB+SC+SB+RC+HB+CU, repeat. The part in parentheses is only when Combat Readiness is up, so usually from the start of the fight. SC or CU can be traded out for SS if I feel the need for AoE, but the build has enough recharge to make the combos work seamlessly. No Hasten also means I can just ctrl-click on PB and always be good to go. Plus, for those times when I do get hit, I've got Aid Self, and if I want to help out a squishy I can give them mez protection with Stimulant, which I figured was better than taking a 1-slotted Aid Other. Check it out, maybe it will give you some ideas for your build.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Shaolin Monk: Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dam%:40(23), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(43)
Level 1: Focused Fighting -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
Level 2: Sweeping Cross -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dam%:50(37)
Level 4: Agile -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(7), LkGmblr-Def/Rchg:50(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+:25(A), Ksmt-ToHit+:30(50)
Level 8: Rib Cracker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Dam%:40(17)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Focused Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-EndRdx/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(15), RedFtn-EndRdx:50(37)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Dodge -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(17), LkGmblr-Def/Rchg:50(25)
Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dam%:50(21), FrcFbk-Rechg%:50(23)
Level 20: Quickness -- Run-I:50(A)
Level 22: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 24: Kick -- Empty(A)
Level 26: Shin Breaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(31), Achilles-ResDeb%:20(31)
Level 28: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), G'Wdw-Dam%:20(34)
Level 35: Evasion -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37)
Level 38: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 41: Stimulant -- IntRdx-I:50(A)
Level 44: Aid Self -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(45), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(45), Mrcl-Heal:40(46), IntRdx-I:50(46)
Level 47: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
Level 49: Physical Perfection -- P'Shift-End%:50(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 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl -- Acc-I:50(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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I took my MA/SR as a template, and swapped in Street Justice, so this is just theoretical, but I'm hitting 55% on all three positions at 50 and have good damage.
Spinning Strike as a Targeted AoE is a bit of a let down from a proper PBAoE from a set perspective as the Targeted AoE sets aren't as tasty, but hopefully the devs will eventually add a new set to spice up the options.
Note: I just threw slots on in a hurry for final effect, so don't pay any attention to the level a particular slot was assigned; in reality you would layer on the slots in a more organic fashion as you leveled up.
Anyway, maybe it's helpful for you, maybe not.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
StreetFlexes: Level 50 Mutation Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Initial Strike
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (5) Touch of Death - Damage/Endurance/Recharge
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (7) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense
- (23) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (25) Defense Buff IO
- (A) Unbounded Leap - +Stealth
- (25) Defense Buff IO
- (A) Force Feedback - Chance for +Recharge
- (11) Force Feedback - Damage/Endurance/Knockback
- (13) Force Feedback - Accuracy/Knockback
- (15) Force Feedback - Recharge/Endurance
- (15) Force Feedback - Recharge/Knockback
- (23) Force Feedback - Damage/Knockback
- (A) Defense Buff IO
- (19) Defense Buff IO
- (A) Recharge Reduction IO
- (21) Endurance Reduction IO
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (17) Touch of Death - Damage/Recharge
- (17) Touch of Death - Accuracy/Damage/Endurance
- (19) Touch of Death - Damage/Endurance/Recharge
- (21) Touch of Death - Chance of Damage(Negative)
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Defense Buff IO
- (27) Defense Buff IO
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (31) Positron's Blast - Chance of Damage(Energy)
- (A) Run Speed IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Aegis - Psionic/Status Resistance
- (33) Aegis - Resistance
- (34) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Recharge
- (39) Aegis - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Mako's Bite - Accuracy/Damage
- (36) Mako's Bite - Damage/Endurance
- (36) Mako's Bite - Damage/Recharge
- (36) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (37) Mako's Bite - Chance of Damage(Lethal)
- (A) Defense Buff IO
- (34) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (42) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (43) Defense Buff IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Miracle - +Recovery
- (46) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Endurance Reduction IO
- (48) Defense Buff IO
- (48) Defense Buff IO
- (A) Endurance Reduction IO
Level 50: Reactive Radial Flawless Interface
Level 50: Void Total Radial Judgement
- (A) Empty
- (A) Empty
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (48) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
- (50) Endurance Modification IO
- (50) Endurance Modification IO
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
Set Bonus Totals:
- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.31% Defense(AoE)
- 9% Enhancement(Accuracy)
- 36.25% Enhancement(RechargeTime)
- 15% FlySpeed
- 165.7 HP (12.37%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.75%
- 5% (0.08 End/sec) Recovery
- 62% (3.46 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Toxic)
- 3% Resistance(Psionic)
- 20% RunSpeed
- 2.5% XPDebtProtection
Set Bonuses:
Touch of Death
(Initial Strike)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Focused Fighting)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Focused Senses)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Kick)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.56 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Rib Cracker)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Super Jump)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Spinning Strike)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Toxic)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 2.5% XPDebtProtection
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3% Resistance(Psionic)
(Shin Breaker)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Crushing Uppercut)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Evasion)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Health)
- 12% (0.67 HP/sec) Regeneration
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1649;729;1458;HEX;| |78DA6D94C952135114866F271D81108640069021244280449AA440B754216269118| |D045D20908A7021D15492EA3425ECC4E105DCF8028ABA71E3F8105669A90BDF405D| |38BC019EF4F9091DDA5B50DFB967BEA76F6E6A67CEF3F2C2DE8C50DACF1573D56A3| |6B3AEE72A15A937A7B68D9C512897042D4FC6D0A534E68B7247569B48113C74CBA6| |64514A6D56CFDD29164A5BA1BA7E4E6ECA52556A99EDDA6E516E9AB1DE8BA5BCD46| |5C9D00E054FBA5C2E6A0B3257A1F03673335FD8CA1BB4739BBB4C45CA8D8E43AF0D| |A957F3858AF77CA5B0AECD963776B3A95CD590FA6E0F757596FE3F0404D6814B2C1| |322AA70DC208E1257885155A8ABBC57D7787F22CBFB54ED688A19EB147E129264EB| |6436FB98814161F232F92AF055FC8D3E6EC4F4C03740BE4EF6559C4E4783CD41361| |7FA753D649BFB01D3B3C76CBF0FDE6306EE32AF506C13F236215F1798265B0B6C2D| |71D6F9C2CC4F34A356D46C5DE6B37B30A3CE151033EA5A63FA30A320E56DE358D1D| |6E734F35D255D076A75A0FE49F033D5F2A296F7156CAF99FD6FC0B7CCC177E07BE6| |22E5EDE6BCA27B82754ED2F959E7F207491820FF338AD9DBD03431AC8A7082F7C34| |9FE0ED129E647EA25C8B18E206632748C5FC8A717FDF66EB2EED41698070BCCE15B| |E06D66867AEBC31CFA70FE30A8926D00B507705FC2B82FD1DA7D49A8E22BD50EA17| |608B5A3A83D5AABAD11517B14B5C7517B89F247701F23C83F5ECB1B27A24E0CBD2C| |D1671BC10C475EF05D8A3D079F314FEF834FC127CC7DFAF86338E3D8259EF3C463B| |645A88738CE18C73C278ED14B3E1A7C34DCC7C9C14676914F02DF3D019F7EB5FEBB| |A63F5A62DAA689D934499B66CAA659B069D22A9E01D228E8FB97BBFE7B170AEEE26| |FAB6E8C757F8E748A729DE73E798DF9D76D793330B3E42370483430A4D6DFA28384| |ADC3964E7A5158C36BA69BA2E0FECD22C77C755924CDD0844D632648BB6B1D73D0A| |A45CE59E49B16F97FEBFBD1DB7BF0C322FFB4C8FF00AB061C16| |-------------------------------------------------------------------|
Not to be harsh KillerShrike, but your transplanted MA/SR build sucks as an StJ/SR.
I really don't understand why you went for 55% defense. With 95%+ DDR, you'll only need a little more defense(3-5%) to cover 99% of the defense debuffs you'll be facing. Unless maybe you were shooting for the iTrial soft-cap of 59%, but with all the buffs you'll be getting from teammates, you'll be better off using those extra defense slots elsewhere.
You spent 6 slots on Kick, a Pool power, instead of picking up and slotting Sweeping Cross, a finishing move from your Primary powers.
You've got Cardiac Core Paragon, and you're still only getting 1.89 end/sec back with 9 toggles. A toon with your build will suck wind like an industrial vacuum cleaner. I'm not sure if you've played it yet or not, but StJ is a very end intensive set. Even just 2.00 end/sec is probably not enough without Conserve Power to help every now and then.
You put your +stealth IO in Combat Jumping instead of Sprint, essentially wasting a slot.
Not to be harsh KillerShrike, but your transplanted MA/SR build sucks as an StJ/SR.
|
I really don't understand why you went for 55% defense. With 95%+ DDR, you'll only need a little more defense(3-5%) to cover 99% of the defense debuffs you'll be facing. Unless maybe you were shooting for the iTrial soft-cap of 59%, but with all the buffs you'll be getting from teammates, you'll be better off using those extra defense slots elsewhere.
|
I don't like to rely on teammates for buffs that they may or may not lay down when I need them. So, as a challenge, I ratcheted the DEF up on my /SR 50. I'm currently saving up for a Gladiator 3% which will put him over 59%. I've had the character for going on 8 years now; setting the bar higher or new goals from time to time helps keep the character interesting after all these years, and he's been respec'd in different ways many times.
To be sure, 45% is sufficient for most of the game's content.
You spent 6 slots on Kick, a Pool power, instead of picking up and slotting Sweeping Cross, a finishing move from your Primary powers.
|
You've got Cardiac Core Paragon, and you're still only getting 1.89 end/sec back with 9 toggles. A toon with your build will suck wind like an industrial vacuum cleaner.
|
I run 9 toggles on my MA/SR and the blue bar is fine even through long, intense solo battles. He never stops going.
You put your +stealth IO in Combat Jumping instead of Sprint, essentially wasting a slot.
|
I'm not sure if you've played it yet or not, but StJ is a very end intensive set.
|
I don't have an END issues on the WP Brute, of course. I'm really enjoying the character, and if I weren't deliberately pacing myself to keep the two characters at the same level, I would be grinding it all the way to 50 as fast as possible. As it is, taking it slow has been fun too; I've been redoing a lot of the older content and having a good time of it. I love the "feel" of Street Justice, and the flow from move to move. I think its a great set.
The SJ/SR scrapper does have some End issues, especially as measured against the WP brute as they are always side by side thus inviting comparison. We have been mitigating this with various IO's and some of the lower sets that give END and REC bonuses. Consequently, the character can now sustain his attack and keep up, though extraordinarily long fights can still be an issue if inspirs dry up. When that happens I toss him blues, he tosses me reds, and we push thru it.
I asked my buddy to pull the Scrappers current build via Titan earlier, and here it is. It's a work in progress as we grind up to 50 but its at least a "real" build vs a pure fabrication.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Street Legal: Level 39 Mutation Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Endurance Reduction
- (5) Damage Increase
- (A) Endurance Reduction
- (7) Defense Buff
- (7) Defense Buff
- (A) Multi Strike - Damage/Endurance
- (9) Multi Strike - Damage/Recharge
- (9) Multi Strike - Accuracy/Damage
- (11) Multi Strike - Accuracy/Endurance
- (11) Multi Strike - Accuracy/Damage/Endurance
- (A) Gift of the Ancients - Defense
- (13) Gift of the Ancients - Defense/Endurance
- (13) Defense Buff
- (A) Defense Buff
- (15) Defense Buff
- (A) Touch of Death - Damage/Recharge
- (15) Touch of Death - Damage/Endurance
- (17) Touch of Death - Accuracy/Damage
- (17) Touch of Death - Accuracy/Damage/Endurance
- (19) Touch of Death - Chance of Damage(Negative)
- (19) Touch of Death - Damage/Endurance/Recharge
- (A) Recharge Reduction
- (21) Endurance Reduction
- (A) Recharge Reduction
- (A) Defense Buff
- (A) Defense Buff
- (21) Defense Buff
- (A) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Accuracy/Damage
- (23) Accuracy
- (25) Damage Increase
- (25) Endurance Reduction
- (27) Recharge Reduction
- (A) Run Speed
- (A) Accuracy
- (A) Endurance Reduction
- (27) Steadfast Protection - Resistance/+Def 3%
- (A) Touch of Death - Accuracy/Damage
- (29) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (31) Touch of Death - Accuracy/Damage/Endurance
- (31) Touch of Death - Damage/Endurance/Recharge
- (31) Touch of Death - Chance of Damage(Negative)
- (A) Defense Buff
- (33) Defense Buff
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (A) Touch of Death - Accuracy/Damage
- (33) Touch of Death - Damage/Endurance/Recharge
- (34) Touch of Death - Damage/Recharge
- (34) Touch of Death - Damage/Endurance
- (34) Touch of Death - Accuracy/Damage/Endurance
- (36) Touch of Death - Chance of Damage(Negative)
- (A) Endurance Reduction
- (36) Defense Buff
- (36) Defense Buff
- (A) Recharge Reduction
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Healing
- (A) Run Speed
- (A) Jumping
- (A) Miracle - +Recovery
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (37) Endurance Modification
- (37) Endurance Modification
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:
- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 8.62% Defense(Smashing)
- 8.62% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 14.25% Defense(Melee)
- 3% Defense(Ranged)
- 4.88% Defense(AoE)
- 80.32 HP (6%) HitPoints
- MezResist(Held) 8.25%
- MezResist(Immobilize) 11.55%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 6.5% (0.11 End/sec) Recovery
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
Set Bonuses:
Mako's Bite
(Heavy Blow)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
(Sweeping Cross)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Focused Senses)
- 2% (0.03 End/sec) Recovery
(Rib Cracker)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Spinning Strike)
- 2.5% (0.04 End/sec) Recovery
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Shin Breaker)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)
- 2% (0.03 End/sec) Recovery
(Crushing Uppercut)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow
- (A) Mako's Bite - Chance of Damage(Lethal)
- (3) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (3) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (5) Mako's Bite - Damage/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense
- (7) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (9) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (11) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Endurance
- (17) Red Fortune - Defense
- (A) Obliteration - Damage
- (17) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (19) Obliteration - Accuracy/Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Adjusted Targeting - To Hit Buff
- (23) Adjusted Targeting - To Hit Buff/Recharge
- (A) Kismet - Accuracy +6%
- (A) Endurance Reduction IO
- (23) Recharge Reduction IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Endurance/Recharge
- (43) Luck of the Gambler - Defense/Endurance
- (A) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Chance of Damage(Energy)
- (29) Positron's Blast - Damage/Range
- (A) Mako's Bite - Chance of Damage(Lethal)
- (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Damage
- (31) Mako's Bite - Damage/Endurance
- (31) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Endurance
- (43) Red Fortune - Defense/Endurance
- (46) Red Fortune - Defense/Recharge
- (46) Red Fortune - Defense
- (46) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
- (A) Run Speed IO
- (A) Crushing Impact - Accuracy/Damage
- (33) Crushing Impact - Damage/Endurance
- (33) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Recharge
- (A) Force Feedback - Chance for +Recharge
- (A) Mako's Bite - Chance of Damage(Lethal)
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (36) Mako's Bite - Accuracy/Damage
- (36) Mako's Bite - Damage/Endurance
- (36) Mako's Bite - Damage/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Recharge
- (A) Aegis - Psionic/Status Resistance
- (39) Aegis - Resistance
- (39) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Recharge
- (40) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Recharge
- (42) Luck of the Gambler - Endurance/Recharge
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Recharge
- (45) Luck of the Gambler - Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Performance Shifter - Chance for +End
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (25) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint
- (A) Celerity - +Stealth
- (A) Empty
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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how does this look?
how does this look? |
You're going to have hellacious end problems though.
6 slotting Agile is a complete waste. You are slotting 2 enhancements there that are literally completely useless in that power. If you need the bonus from Red Fortune to hit softcap to ranged, swap the slotting of Agile and Evasion.
On that note: You don't need to 4 slot LotG. 3 will do just fine. Take the slots you saved there and fix the next issue, which is:
No slotting in Stamina or Physical Perfection. Street Justice/Super Reflexes is an end hungry combo, and putting nothing but a Performance Shifter +End in both powers is going to leave you sucking wind.
Add a 6th Obliteration to Sweeping Cross. That will help get more defense to melee.
There has to be a way to hit the soft cap to ranged without 6 slotting so many powers with Red Fortune. I suggest looking into it.
Don't waste the money on the Force Feedback proc in Kick unless you plan on using eth power a LOT, which I don't recommend because it's a crappy power compared to your primary.
Slot Lucky better than it is and you might be able to swap sets in Tough. I recommend 3 Impervium Armor and the following:
Steadfast Protection Resistance/Defense. Slot one in Tough and it will free up a lot of your slotting. That IO will give you an extra 3% defense to everything just for having it slotted. In my opinion, this should be the FIRST IO you slot.
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. |
Yeah, much, much better.
Switch the way Focused Fighting and Focused Senses are slotted with the way Maneuvers and Weave are. Maneuvers and Weave cost way more Endurance than FF or FS, so you'll want the increased Endurance Cost Reduction in those two powers.
Pay attention to not just what sets you use, but also which enhancements from each set. Your toggles need Defense enhancements first, then Endurance Reduction, but Recharge doesn't do much for them.
You have a whole lot of Accuracy. In fact, you're capped to +3s without even running Focused Accuracy. I suggest dropping Focused Accuracy for Conserve Power, and move the Gaussian's set into Combat Readiness.
Are you really familiar with how Defense works? I'm not trying to come down on you, but your Defense numbers look a bit weird. Once you get over 45% Defense extra Defense really doesn't do much for you. To simplify things, I suggest not going above 47% Defense. You've got 63% Ranged Defense. As a start, I suggest dropping the Red Defense set from Agile and all of the Mako's Bite sets.
Personally, I wouldn't run Tough. Put a Steadfast Protection +Def IO in it and take the other five slots out. I'd put them in Health and maybe one or two in Stamina. If you do wind up with extra slots Tough can be worth running, but you have to be able to afford the Endurance cost first.
's doesn't make things plural.
Oh, when I say to drop the Mako's I mean just don't six-slot them. I often four-slot them and frankenslot the other two. For example, VS on my DB/SR is slotted with 2356 Mako (the second, third, fifth, and sixth enhancements of Mako's Bite, all but the Acc/Dam and the Acc/End/Rch), the Acc/Dam/End from Crushing Impact, and the Explosive Strike proc.
Which particular enhancements you use will depend on the rest of your build. In the example I gave, using both procs works because I'm running the Musculature Alpha. But anyway, that'll give you a starting point.
's doesn't make things plural.
You don't need all three finishers, and there's a decent amount of recharge in the build to keep a solid attack chain going. I 6 slotted it to pick up another 3% AoE DEF, chasing iTrial cap. Sweeping Cross would be nice as a PBAoE, but Spinning Strike is the better power I think so I went that direction. YMMV.
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The Leadership pool is great on support classes, but is the 10% damage boost, or 3% defense, really worth the end cost for a Scrapper with an end heavy primary and secondary? If the damage is needed, then drop Maneuvers, you've got more than enough defense without it..unless you tend to scrapperlock during iTrials too much, which is always a possibility.
I understand that what you presented is not a tested in-game build, but the OP is looking for guidance in helping him fix his actual StJ/SR Scrapper. MA and StJ are entirely different monsters, they use different mechanics and some different IO sets. StJ attacks activate fast and recharge fast, this affects your end bar, especially if you have a high recharge build or have to deal with the end crash from Hasten on a regular basis.
Performance Shifter procs, while nice, are random and undependable. Sometimes they fire off a lot and it seems like you have no end problems, and sometimes you bottom out and wonder why they can't fire when you need them the most. Cardiac will certainly help with end problems, and Rebirth can cover your healing needs(every 2 min), but if the build isn't good at level 50 without Incarnate powers to patch up its holes, it's going to be hard for a player to get motivated enough to do those iTrials with that toon. Should the player choose to exemplar to do lower level content, the problems solved by those Incarnate powers will return with a vengeance.
Wow man, you seem really determined to have an argument about a throw away build.
I don't see the usefulness of Kick in any StJ attack chain. It doesn't add combo points, it doesn't do nearly as much damage as Sweeping Cross, and it's single target with KB(or chance for) which will just make you work that much harder to get the job done.
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I think you'd be better off dropping Assault or Manuevers, picking up Sweeping Cross, and 6-slotting it with Scirocco's Dervish to gain that 3% AoE defense. With only one AoE attack, picking up another will always be useful, especially if it's from your Primary powerset.
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The Leadership pool is great on support classes, but is the 10% damage boost, or 3% defense, really worth the end cost for a Scrapper with an end heavy primary and secondary?
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If the damage is needed, then drop Maneuvers, you've got more than enough defense without it..unless you tend to scrapperlock during iTrials too much, which is always a possibility.
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I understand that what you presented is not a tested in-game build, but the OP is looking for guidance in helping him fix his actual StJ/SR Scrapper. MA and StJ are entirely different monsters, they use different mechanics and some different IO sets. StJ attacks activate fast and recharge fast, this affects your end bar, especially if you have a high recharge build or have to deal with the end crash from Hasten on a regular basis.
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So, really, I'm not sure why you are so seemingly outraged or incensed by the notion.
Performance Shifter procs, while nice, are random and undependable. Sometimes they fire off a lot and it seems like you have no end problems, and sometimes you bottom out and wonder why they can't fire when you need them the most.
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Cardiac will certainly help with end problems, and Rebirth can cover your healing needs(every 2 min), but if the build isn't good at level 50 without Incarnate powers to patch up its holes, it's going to be hard for a player to get motivated enough to do those iTrials with that toon.
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I will say that a scrapper that is survivable without needing external buffs that can do high damage and sustain it is a good scrapper, IMO. After that it's for bragging rights or for the challenge...can you pass the pylon test...can you scale to +x/*y...can you solo AV's...etc.
Should the player choose to exemplar to do lower level content, the problems solved by those Incarnate powers will return with a vengeance.
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One thing to point out is that if a toggle heavy character does exemp down, part of what they lose are toggles taken later, which lessens the impact on their lessened endurance recovery so in some regards it's a self-correcting issue, plus or minus some discretion on the part of the player. Ultimately, if you exemp down and lose some END management, you adapt accordingly and make do. If there is a real problem, such as you are spending a lot of time exemping down and you simply can't function, you can take advantage of an alternate build to kit yourself out differently to suit the need. In other words: you exemp a lot? No problem; make an exemping build designed specifically to degrade gracefully.
At any rate, I don't see any point to continuing this back and forth. We apparently disagree on various things. I can live with that. I just hope you're having at least as much fun playing this game as I am, and I'll leave it at that.
Hero Plan by Mids' Hero Designer 1.952
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Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow
- (A) Empty
Level 1: Focused Fighting- (A) Luck of the Gambler - Endurance/Recharge
- (3) Luck of the Gambler - Defense/Endurance/Recharge
- (3) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
Level 2: Focused Senses- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance/Recharge
- (9) Luck of the Gambler - Endurance/Recharge
Level 4: Sweeping Cross- (A) Obliteration - Chance for Smashing Damage
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (11) Obliteration - Damage
- (13) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Recharge
Level 6: Hasten- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
Level 8: Combat Readiness- (A) Adjusted Targeting - Recharge
- (23) Adjusted Targeting - To Hit Buff/Endurance
- (23) Adjusted Targeting - Endurance/Recharge
- (25) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (25) Adjusted Targeting - To Hit Buff/Recharge
Level 10: Agile- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (27) Luck of the Gambler - Defense/Recharge
- (29) Luck of the Gambler - Endurance/Recharge
Level 12: Practiced Brawler- (A) Recharge Reduction IO
Level 14: Combat Jumping- (A) Luck of the Gambler - Endurance/Recharge
- (29) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance/Recharge
Level 16: Super Jump- (A) Empty
Level 18: Spinning Strike- (A) Positron's Blast - Chance of Damage(Energy)
- (31) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Range
Level 20: Dodge- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (34) Luck of the Gambler - Endurance/Recharge
- (36) Kismet - Accuracy +6%
Level 22: Quickness- (A) Empty
Level 24: Rib Cracker- (A) Crushing Impact - Accuracy/Damage/Endurance
- (36) Crushing Impact - Damage/Endurance/Recharge
- (36) Crushing Impact - Damage/Recharge
- (37) Crushing Impact - Accuracy/Damage/Recharge
- (37) Crushing Impact - Accuracy/Damage
Level 26: Shin Breaker- (A) Crushing Impact - Accuracy/Damage/Endurance
- (37) Crushing Impact - Damage/Endurance/Recharge
- (39) Crushing Impact - Damage/Recharge
- (39) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Damage/Endurance
Level 28: Lucky- (A) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (40) Red Fortune - Defense/Endurance
- (40) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
Level 30: Kick- (A) Empty
Level 32: Crushing Uppercut- (A) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Accuracy/Damage
- (43) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Recharge
Level 35: Evasion- (A) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (45) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
Level 38: Elude- (A) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
- (46) Efficacy Adaptor - Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Recharge
- (50) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 41: Conserve Power- (A) Empty
Level 44: Focused Accuracy- (A) Empty
Level 47: Physical Perfection- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Recharge
- (48) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Endurance
Level 49: Tough- (A) Empty
------------Level 2: Swift
- (A) Empty
Level 2: Health- (A) Miracle - +Recovery
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal
- (17) Numina's Convalescence - Endurance/Recharge
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (17) Efficacy Adaptor - Accuracy/Recharge
- (19) Efficacy Adaptor - EndMod/Recharge
- (19) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Endurance
- (21) Efficacy Adaptor - EndMod/Accuracy
Level 1: Combo Level 1Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl
- (A) Empty
Level 1: Critical HitLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunThis is my current build. But I am limited on my knowledge on how to build a really good scrapper so I am willing to bet my build sucks. So any suggestions are well welcomed. Thanks