MA/SR - Hybrid-induced insanity
I would totes comment here but you only posted mids chunks, not the actual plaintext build blocks. The only reason I mention this is to muse as to whether anyone else at all still does things the old fashioned way. Come on! Where's the rigor?
I would totes comment here but you only posted mids chunks, not the actual plaintext build blocks. The only reason I mention this is to muse as to whether anyone else at all still does things the old fashioned way. Come on! Where's the rigor?
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Also, I notice that the long form doesn't show enhancement boosting.
Hero Plan by Mids' Hero Designer 1.954
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Violet Rumble: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Hecatomb - Damage: Level 50
- (3) Hecatomb - Accuracy/Damage/Recharge: Level 50
- (3) Hecatomb - Damage/Endurance: Level 50
- (5) Hecatomb - Accuracy/Recharge: Level 50
- (5) Hecatomb - Chance of Damage(Negative): Level 50
- (40) Hecatomb - Damage/Recharge: Level 50
- (A) Shield Wall - Defense/Endurance: Level 50
- (7) Shield Wall - Defense: Level 50
- (17) Shield Wall - Defense/Recharge: Level 50
- (23) Shield Wall - Defense/Endurance/Recharge: Level 50
- (25) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (7) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (9) Crushing Impact - Damage/Recharge: Level 50
- (9) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (11) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Shield Wall - Defense/Endurance: Level 50
- (11) Shield Wall - Defense/Recharge: Level 50
- (25) Shield Wall - Defense/Endurance/Recharge: Level 50
- (27) Shield Wall - Defense: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (17) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Shield Wall - Defense: Level 50
- (37) Shield Wall - Defense/Recharge: Level 50
- (39) Shield Wall - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Defense Buff IO: Level 50
- (31) Luck of the Gambler - Recharge Speed: Level 50
- (A) HamiO:Nucleolus Exposure
- (A) Defense Buff IO: Level 50
- (39) Luck of the Gambler - Recharge Speed: Level 50
- (A) Superior Scrapper's Strike - Accuracy/Damage: Level 50
- (19) Superior Scrapper's Strike - Damage/Recharge: Level 50
- (19) Superior Scrapper's Strike - Accuracy/Damage/Recharge: Level 50
- (21) Superior Scrapper's Strike - Damage/Endurance/Recharge: Level 50
- (21) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge: Level 50
- (23) Superior Scrapper's Strike - Recharge/Critical Hit Bonus: Level 50
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (43) Gladiator's Armor - Resistance: Level 50
- (43) Steadfast Protection - Resistance/+Def 3%: Level 30
- (43) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (A) Run Speed IO: Level 50
- (A) Winter's Gift - Slow Resistance (20%): Level 50
- (A) Armageddon - Accuracy/Recharge: Level 50
- (27) Armageddon - Chance for Fire Damage: Level 50
- (31) Armageddon - Damage: Level 50
- (31) Armageddon - Accuracy/Damage/Recharge: Level 50
- (34) Armageddon - Damage/Endurance: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (29) Luck of the Gambler - Recharge Speed: Level 50
- (29) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Eradication - Damage: Level 30
- (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (37) Eradication - Damage/Recharge: Level 30
- (40) Eradication - Accuracy/Damage/Recharge: Level 30
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (33) Crushing Impact - Damage/Recharge: Level 50
- (33) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Shield Wall - Defense: Level 50
- (36) Shield Wall - Defense/Endurance: Level 50
- (36) Shield Wall - Defense/Endurance/Recharge: Level 50
- (36) Luck of the Gambler - Recharge Speed: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (40) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (45) Interrupt Reduction IO: Level 50
- (45) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (45) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Apocalypse - Accuracy/Recharge: Level 50
- (48) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (48) Apocalypse - Damage/Endurance: Level 50
- (48) Apocalypse - Damage: Level 50
- (50) Apocalypse - Chance of Damage(Negative): Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (50) Numina's Convalescence - Heal/Recharge: Level 50
- (50) Numina's Convalescence - Heal/Endurance: Level 50
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
------------
Level 1: Brawl
- (A) HamiO:Nucleolus Exposure
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Miracle - Heal: Level 40
- (42) Numina's Convalescence - Heal/Recharge: Level 50
- (42) Numina's Convalescence - Heal: Level 50
- (46) Regenerative Tissue - +Regeneration: Level 30
- (46) Miracle - +Recovery: Level 40
- (46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Performance Shifter - EndMod/Accuracy: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
- (42) Performance Shifter - EndMod: Level 50
Set Bonus Totals:
- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 12.25% Defense(Smashing)
- 12.25% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 10.38% Defense(Energy)
- 10.38% Defense(Negative)
- 6% Defense(Psionic)
- 11% Defense(Melee)
- 10.06% Defense(Ranged)
- 8.5% Defense(AoE)
- 1.8% Max End
- 87.5% Enhancement(RechargeTime)
- 44% Enhancement(Accuracy)
- 10% FlySpeed
- 401.6 HP (29.99%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 4.4%
- 17% (0.28 End/sec) Recovery
- 114% (6.36 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.52% Resistance(Smashing)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 6.78% Resistance(Energy)
- 6.78% Resistance(Negative)
- 8% Resistance(Toxic)
- 3% Resistance(Psionic)
- 5.52% Resistance(Lethal)
- 10% RunSpeed
- 36% ModifyEffect PlayerCrit
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Looks pretty solid to me. Personally, I try to shoot for running Musculature with Incarnate softcap on my SRs, but then that means no Aid Self, lower HP/regen, and having to run Hasten. I'm intrigued by the possibility of running the optimal MA attack chain without Hasten and without any studder. Let me know if you pull it off.
I was working on a Staff/SR for a friend while reading the boards so I figured why while I'm at it....
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*Quick edit, had the wrong Agility tier 4*
Okay, one thing I wonder about is why you use the pure damage pieces in any of the purple sets when you also use boosters. You don't even need boosters to get them to "good enough" damage levels, but just boosting one of the damage doubles will get any purple set to the ED cap last time I checked. This would allow you to slot another proc in storm kick, for example, which is great because it doesn't seem like they have any intention to nerf PPMs in general. I don't remember the sixth slot bonus in the new scrapper ATO set, is it essential?
I was thinking about suggesting saving slots on physical perfection but I don't know what else you'd do with them*. Looks like a cool build.
*I always add a slot to hurdle for max jumping speed. If you're already using SJ, that is of course totally moot... out of combat!
So I was thinking about Hybrid, when it was originally released to beta as a high endurance toggle, and also thinking about the new Critical Strikes ATIOs that are somewhere on the horizon, and I was also thinking that I really wish I could fit Spring Attack into my MA/SR build. So I decided to revisit it, even though I had redone it not too long ago. With converters changing the price of things, ATIOs, enhancement boosters, and newer incarnate powers all changing the available options around, I wanted to see what I could get away with.
For reference, this is what my build looked like previously:
1. I swapped Spiritual Core for Agility Core. I lose healing, keep recharge, gain defense and recovery. As a result I lose some regeneration, but with some juggling and liberal use of boosters, I'm still pretty close: 31.45 h/s in the new build vs 32.25 h/s in the original.
2. Using agility and some other juggling, I managed to get rid of Weave. That made room for Spring attack, yay!
3. Getting rid of weave significantly improves my net recovery: 3.22eps in the new build vs 2.8 in the old build. Even factoring in the loss of one shifter proc, that's a net win. With conserve power's uptime, that would have been enough to run a Hybrid toggle. Oh well.
4. Global recharge is now higher: +107.5% vs +87.5%, and still without Hasten. Also, with boosters the build is actually now capable of running the SK-CS-SK-CAK chain in theory, albeit just barely since SK's recharge is down to 1.83s. That's probably not enough safety buffer to prevent a slight studder there, but see below.
5. I left room for Critical Strikes. If it launches as the leaked data showed, I'm going to want to six-slot that. To do that if I build this before that set releases I will unslot Hecatomb and slot a Superior Critical Strikes set there, and then shift Hecatomb to Cobra Strike, losing Hecatomb Dmg/Rech in the process. I can afford that and still end up with higher damage and recharge in Cobra. That will fill in a slight weakness in AoE: the build without Critical Strikes has only 45.5% AoE. Still softcapped, but lower than the 47%+ I have to melee and ranged. Critical Strikes will boost AoE to even higher than what melee and ranged defense currently are. It will also add more recharge, which should eliminate that studder on Storm Kick.
6. For the first time, my MA/SR will cross the 2000 health mark.
So: more recovery, almost the same regen, higher resistances, more recharge, ready for future ATIO set, but also playable now. I *think* its a pretty solid build, but I thought that about the previous one also. But aside from just plain boosting everything, what have I overlooked in trying to improve this build? Its actually fairly close to the original build: the most radical change is swapping weave and spring, although there are other tweaks. Its structurally similar. So I may have overlooked options that involve more radical changes.
Any thoughts or ideas?
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