Street Justice/ Super Reflex


Bonnes

 

Posted

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

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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 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run




This 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


 

Posted

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.


 

Posted

kewl kewl. Like I said I need info so this helps I appreciate it


 

Posted

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?


 

Posted

Quote:
You need to be 6 slotting your attacks
I disagree. Sometimes there is significant benefit to be gained by six-slotting a power, but often 5 is enough. Sometimes 4 is enough when frankenslotting. It should be evaluated on a case-by-case basis. About the only time I put six slots in a power is when I want a specific proc or set bonus, or just for funsies.


 

Posted

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
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: 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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Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

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.

 

Posted

Quote:
Level 1: Heavy Blow

(A) Empty
Eeep. A big part of the effectiveness of SJ is the ability to rapidly build up combo points. Heavy Blow and/or Initial Strike are pretty key. You'll be using this attack A LOT, so it behooves you to slot that beast up.

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.


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Free us from thought and responsibility
We shall read things off of you.
Then do them
Your words guide us.
We're dumb

 

Posted

Quote:
Originally Posted by Qorbane View Post
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?
Super Reflexes tends to make your power choices tight, so you're not alone there.

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.

 

Posted

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.


 

Posted

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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Posted

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)
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense/Endurance
  • (9) Luck of the Gambler - Defense
  • (23) Defense Buff IO
Level 2: Focused Senses
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Defense/Endurance
  • (25) Defense Buff IO
Level 4: Combat Jumping
  • (A) Unbounded Leap - +Stealth
  • (25) Defense Buff IO
Level 6: Kick
  • (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
Level 8: Agile
  • (A) Defense Buff IO
  • (19) Defense Buff IO
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO
  • (21) Endurance Reduction IO
Level 12: Rib Cracker
  • (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)
Level 14: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Dodge
  • (A) Defense Buff IO
  • (27) Defense Buff IO
Level 18: Spinning Strike
  • (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)
Level 20: Quickness
  • (A) Run Speed IO
Level 22: Tough
  • (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
Level 24: Combat Readiness
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 26: Shin Breaker
  • (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)
Level 28: Lucky
  • (A) Defense Buff IO
  • (34) Defense Buff IO
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance
Level 32: Crushing Uppercut
  • (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)
Level 35: Evasion
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (43) Defense Buff IO
Level 38: Focused Accuracy
  • (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
Level 41: Physical Perfection
  • (A) Miracle - +Recovery
  • (46) Performance Shifter - Chance for +End
Level 44: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 47: Maneuvers
  • (A) Endurance Reduction IO
  • (48) Defense Buff IO
  • (48) Defense Buff IO
Level 49: Assault
  • (A) Endurance Reduction IO
Level 50: Cardiac Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Void Total Radial Judgement
  • (A) Empty
Level 50: Clockwork Total Core Improved Ally
  • (A) Empty
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (48) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
  • (50) Endurance Modification IO
  • (50) Endurance Modification IO
Level 1: Critical Hit
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)
Luck of the Gambler
(Focused Fighting)
  • 10% (0.56 HP/sec) Regeneration
  • 15.06 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Focused Senses)
  • 10% (0.56 HP/sec) Regeneration
  • 15.06 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Force Feedback
(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)
Touch of Death
(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)
Winter's Gift
(Super Jump)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Positron's Blast
(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)
Steadfast Protection
(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)
Aegis
(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)
Mako's Bite
(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)
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.06 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Mako's Bite
(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)
Luck of the Gambler
(Evasion)
  • 10% (0.56 HP/sec) Regeneration
  • 15.06 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(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)
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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Posted

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.


 

Posted

Quote:
Originally Posted by Fugacity View Post
Not to be harsh KillerShrike, but your transplanted MA/SR build sucks as an StJ/SR.
Well, sure, entirely possible. I just pulled out one set and replaced it with picks from another. I said as much.

Quote:
Originally Posted by Fugacity View Post
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.
Yes, as close as possible to iTrial softcap was the goal. I spend most of the time with a character post-50, and lately trials are the thing to do. It's not a leveling build to be sure, its a retrofitted build. Powers that were picked along the way to get to 50 and IO'd out were honed away.

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.

Quote:
Originally Posted by Fugacity View Post
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 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.

Quote:
Originally Posted by Fugacity View Post
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.
And 2 perf shifters, giving back 11 END each thanks to Atlas & Portal Jockey.

I run 9 toggles on my MA/SR and the blue bar is fine even through long, intense solo battles. He never stops going.

Quote:
Originally Posted by Fugacity View Post
You put your +stealth IO in Combat Jumping instead of Sprint, essentially wasting a slot.
I don't use Run; I keep stealth in CJ and run it basically all the time unless I'm en route to something. Using Run works too; I just don't care to be bothered with toggling it on and off. I invariably forget it's running or not running, or pause to toggle on or off and flub an attack chain or something. To fiddly for my taste.

Quote:
Originally Posted by Fugacity View Post
I'm not sure if you've played it yet or not, but StJ is a very end intensive set.
I played it up thru 32 in Beta before they wiped SJ, and on live me and a SG buddy are leveling a pair of level 38 SJ's. Mine is a SJ/WP Brute, his is a SJ/SR Scrapper.

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
Level 1: Focused Fighting
  • (A) Endurance Reduction
  • (7) Defense Buff
  • (7) Defense Buff
Level 2: Sweeping Cross
  • (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
Level 4: Focused Senses
  • (A) Gift of the Ancients - Defense
  • (13) Gift of the Ancients - Defense/Endurance
  • (13) Defense Buff
Level 6: Agile
  • (A) Defense Buff
  • (15) Defense Buff
Level 8: Rib Cracker
  • (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
Level 10: Practiced Brawler
  • (A) Recharge Reduction
  • (21) Endurance Reduction
Level 12: Combat Readiness
  • (A) Recharge Reduction
Level 14: Combat Jumping
  • (A) Defense Buff
Level 16: Dodge
  • (A) Defense Buff
  • (21) Defense Buff
Level 18: Spinning Strike
  • (A) Positron's Blast - Damage/Recharge
  • (23) Positron's Blast - Accuracy/Damage
  • (23) Accuracy
  • (25) Damage Increase
  • (25) Endurance Reduction
  • (27) Recharge Reduction
Level 20: Quickness
  • (A) Run Speed
Level 22: Boxing
  • (A) Accuracy
Level 24: Tough
  • (A) Endurance Reduction
  • (27) Steadfast Protection - Resistance/+Def 3%
Level 26: Shin Breaker
  • (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)
Level 28: Lucky
  • (A) Defense Buff
  • (33) Defense Buff
Level 30: Weave
  • (A) Gift of the Ancients - Defense
  • (33) Gift of the Ancients - Defense/Endurance
Level 32: Crushing Uppercut
  • (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)
Level 35: Evasion
  • (A) Endurance Reduction
  • (36) Defense Buff
  • (36) Defense Buff
Level 38: Conserve Power
  • (A) Recharge Reduction
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Healing
Level 2: Swift
  • (A) Run Speed
Level 2: Hurdle
  • (A) Jumping
Level 2: Health
  • (A) Miracle - +Recovery
  • (37) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (37) Endurance Modification
  • (37) Endurance Modification
Level 1: Combo Level 1
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
Multi Strike
(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)
Gift of the Ancients
(Focused Senses)
  • 2% (0.03 End/sec) Recovery
Touch of Death
(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)
Positron's Blast
(Spinning Strike)
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(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)
Touch of Death
(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)
Gift of the Ancients
(Weave)
  • 2% (0.03 End/sec) Recovery
Touch of Death
(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)


 

Posted

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
Level 1: Focused Fighting
  • (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
Level 2: Focused Senses
  • (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
Level 4: Sweeping Cross
  • (A) Obliteration - Damage
  • (17) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (19) Obliteration - Accuracy/Damage/Recharge
  • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 8: Combat Readiness
  • (A) Adjusted Targeting - To Hit Buff
  • (23) Adjusted Targeting - To Hit Buff/Recharge
Level 10: Combat Jumping
  • (A) Kismet - Accuracy +6%
Level 12: Practiced Brawler
  • (A) Endurance Reduction IO
  • (23) Recharge Reduction IO
Level 14: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Dodge
  • (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
Level 18: Spinning Strike
  • (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
Level 20: Rib Cracker
  • (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
Level 22: Agile
  • (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
Level 24: Quickness
  • (A) Run Speed IO
Level 26: Shin Breaker
  • (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
Level 28: Lucky
  • (A) Luck of the Gambler - Defense/Recharge
Level 30: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 32: Crushing Uppercut
  • (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
Level 35: Evasion
  • (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
Level 38: Tough
  • (A) Aegis - Psionic/Status Resistance
  • (39) Aegis - Resistance
  • (39) Aegis - Resistance/Endurance
  • (39) Aegis - Resistance/Recharge
  • (40) Aegis - Resistance/Endurance/Recharge
Level 41: Weave
  • (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
Level 44: Maneuvers
  • (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
Level 47: Focused Accuracy
  • (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
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (25) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3



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how does this look?


 

Posted

Quote:
how does this look?
Much better than your first one.

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.


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

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.

 

Posted

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.

 

Posted

Quote:
Originally Posted by KillerShrike View Post
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.
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. 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.

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.


 

Posted

Wow man, you seem really determined to have an argument about a throw away build.

Quote:
Originally Posted by Fugacity View Post
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.
I didnt say it was part of an StJ attack chain. I said it was to pick up a set bonus, and that there is enough recharge in the build to maintain a decent attack chain. You should be able to cycle Initial Strike, Rib Cracker, and Shin Breaker, followed by Spinning Strike or Crushing Uppercut.

Quote:
Originally Posted by Fugacity View Post
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.
Sure. Good plan. Go for it.

Quote:
Originally Posted by Fugacity View Post
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?
I like the 10% boost of assault, and if I've got the END to spare I'll gladly convert it to extra damage. If I don't have the END to spare, then not so much. If that's not a tradeoff you care to make, that's ok too.

Quote:
Originally Posted by Fugacity View Post
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 do like to be independent. It's one of the reasons I like Scrappers, Brutes, and Stalkers. Just because some content forces me to team, doesn't mean I stop enjoying being self-sufficient. If you like to lean on your teammates that's fine too.

Quote:
Originally Posted by Fugacity View Post
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.
Some good points there. I don't have any experience playing a SJ/SR, but I do have experience playing MA/SR and SJ/WP. The OP asked for help and I offered some to the best of my knowledge, mostly from a perspective of what has worked for /SR for me. I was clear and upfront about the fabricated nature of the build I offered. It's just information, to be used or not used.

So, really, I'm not sure why you are so seemingly outraged or incensed by the notion.


Quote:
Originally Posted by Fugacity View Post
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.
With one this is true, with two it's pretty stable, and despite the randomness over time they are well worth it, IMO.


Quote:
Originally Posted by Fugacity View Post
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.
True enough. I can say that my MA/SR was top end before incarnates, and remains top end with incarnates. SJ/SR is somewhat different, but the two sets are close enough that I don't think the differences are as great as you make them out to be. I don't know how good of a chracter a theoretical build would really turn out to be, and I'm not invested in it enough to stake anything on it one way or another. There's also the matter of pilot skill which can compensate or exacerbate a build's nuances.

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.

Quote:
Originally Posted by Fugacity View Post
Should the player choose to exemplar to do lower level content, the problems solved by those Incarnate powers will return with a vengeance.
True enough. As has been said before, a build needs one or more goals or criteria. The intended context for the character to be used in is a key consideration. If exemping down is an important consideration for a character, then the build should reflect that; if not then its not that important.

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.