Hey folks, I'm thinking this is gonna be my main toon, so I want him to have an awe inspiring build, worthy of sinking the cash into. Any tips or recs are welcome
Notes:
1. The hold set in CU stands in for Scrapper's Strike, with the exception of the Purple Proc, which will stay slotted.
2. I intend to take Rebirth Radial, which is why I left Aid Self out of the build.
3. Maneuvers is there to help me hit 59% melee defense, the incarnate softcap
4. I took Spring Attack because I like the look, and it seems like it could help out in the AoE department. I'm sure Fireball is probably a better choice, but I needed conserve power to stay sustainable. Also, conceptually, SA is a much better fit than FB.
5. The four extra slots can be moved to True Grit and Maneuvers to get me to 51.7 Ranged Defense, in exchange for about 40% regen. Is this worth it to help guard against def debuffs? with 70 percent DDR, i'd be able to absorb one debuff up to about 20% with no fear.
6. Alternately, those slots could boost up OWtS to cap hp and push res to about 70 percent, making it significantly better. Which of these is the more useful choice?
7. Assuming we go with number 5, can anyone see a way to get up to 59 Ranged def?
Level 50 Science Scrapper Primary Power Set: Street Justice Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Body Mastery
Hey folks, I'm thinking this is gonna be my main toon, so I want him to have an awe inspiring build, worthy of sinking the cash into. Any tips or recs are welcome
Notes:
1. The hold set in CU stands in for Scrapper's Strike, with the exception of the Purple Proc, which will stay slotted.
2. I intend to take Rebirth Radial, which is why I left Aid Self out of the build.
3. Maneuvers is there to help me hit 59% melee defense, the incarnate softcap
4. I took Spring Attack because I like the look, and it seems like it could help out in the AoE department. I'm sure Fireball is probably a better choice, but I needed conserve power to stay sustainable. Also, conceptually, SA is a much better fit than FB.
5. The four extra slots can be moved to True Grit and Maneuvers to get me to 51.7 Ranged Defense, in exchange for about 40% regen. Is this worth it to help guard against def debuffs? with 70 percent DDR, i'd be able to absorb one debuff up to about 20% with no fear.
6. Alternately, those slots could boost up OWtS to cap hp and push res to about 70 percent, making it significantly better. Which of these is the more useful choice?
7. Assuming we go with number 5, can anyone see a way to get up to 59 Ranged def?
Hero Plan by Mids' Hero Designer 1.953
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Level 50 Science Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- (A)(3)(3)(5)(5)(7)
Level 1: Deflection -- (A)(7)(9)(9)(11)(11)
Level 2: Battle Agility -- (A)(13)(13)(15)
Level 4: True Grit -- (A)(25)(45)
Level 6: Combat Jumping -- (A)(17)
Level 8: Rib Cracker -- (A)(19)(19)(21)(21)(23)
Level 10: Active Defense -- (A)
Level 12: Boxing -- (A)
Level 14: Tough -- (A)(15)(17)
Level 16: Against All Odds -- (A)
Level 18: Spinning Strike -- (A)(25)(27)(27)(29)(29)
Level 20: Phalanx Fighting -- (A)
Level 22: Weave -- (A)(31)(31)(33)
Level 24: Super Jump -- (A)
Level 26: Shin Breaker -- (A)(31)(33)(33)(34)(34)
Level 28: Spring Attack -- (A)(34)(36)(36)(36)(37)
Level 30: Combat Readiness -- (A)(37)(37)(39)(39)(39)
Level 32: Crushing Uppercut -- (A)(40)(40)(40)(42)(42)
Level 35: Shield Charge -- (A)(42)(43)(43)(43)
Level 38: Conserve Power -- (A)
Level 41: One with the Shield -- (A)
Level 44: Maneuvers -- (A)(45)(46)(46)(46)
Level 47: Hasten -- (A)(48)
Level 49: Grant Cover -- (A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- (A)
Level 2: Health -- (A)(23)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(48)(48)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl -- (A)
Level 1: Critical Hit
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 4: Ninja Run