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(You don't need Manuevers to hit soft cap. Steadfast, Gaussian's, Weave and Combat Jumping are all you need with good defense slotting in your /SR powers.)
Everything that Elude provides in normal play good builds already have. Because it's relatively easy to soft cap /SR, many builds are already run zero sum endurance and have Quickness + Sprint + Hurdle + Combat Jumping even with no travel power. No one wants to deal with Elude's crash for a movement boost.
Now, if you are going to be doing a lot of trials then one strategy is to use Elude to jump up to the trial soft cap for a while if things get hairy. But you still have to deal with the crash. -
Here's my updated build. Not exactly Iggy's, but it uses some of his tricks. It hits 45 melee and ranged (44.9 ranged but whatever) but it's low on AoE. It has a beefy 21.5 damage bonus.
Do I go Conserve Power, Consume, or Assault? Any other small changes to make the build better that anyone can see?
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Quote:I understand the value of going 32.5 and using purples, but arguing Inspiration use is off topic. That's not my goal for this build.Small inspirations are available at NPC vendors at all hospitals for something like 10 each. You can also set up macros or keybinds to combine to make more purples as you press your movement keys. You can effectively always be soft-capped with 32.5% defense. What else are you going to use inspirations for?
I find it silly to restrict yourself to not using inspirations when they are an easily-accessible part of the game. Obviously, a damage inspiration skews test results against a pylon, but defense inspirations don't. -
Quote:Rikti Challenge, Pylon with no inspirations, as many AVs with no inspirations as I can manage with only 30% AoE defense, even grinding missions at 8/+2 won't be possible with that level of defense.What do you plan on doing that 32.5% def won't be enough? Thats enough defense to softcap with 1 purple, and/or 1 application of DA.. seems like a fair enough trade to me, especially if your going for farming, as all of those mobs (the AE ones anyways) only have a base 50% chance to hit, meaning the normal softcap of 45% works just fine..
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Quote:32.5 won't be enough survivability, either for farming or what I want to do with the build. As for damage, single target plus a damage aura plus Burn is plenty. I'm looking for more survivability.I think you should change your goals. Aim for 32.5% defense to all positions (with DA on if you want). That will leave more room for recharge bonuses so you can do more DPS, and you won't feel like AoEs clobber you. After all, your job as a Scrapper is to do damage. At 32.5% defenses, you will survive just fine and you can use one small inspiration when you need to be soft-capped.
Most of my builds for characters with little or no defense built in to the armor only went to 32.5% and they worked out quite well. You can find macros or keybinds on the forums to make it so you automatically combine inspirations into purples just by pressing your movement keys. -
I am creating a Katana/Fire build as my new main, but I can't quite get the build to work. I've posted what I've been working on so far, but I can't fit everything.
What I am looking for:
30% melee defense
45% ranged defense
I'd like to drop Teleport and get Hasten.
I'd like to get two slots in each of Focus Chi and Fiery Embrace.
I can drop the Fire APP for Body, Darkness, Weapon or Soul and still stay in concept.
There's an extra slot in Combat Jumping to work with, though if it isn't used I'd add the +ToHit unique.
It would be nice to up the resistance with slotting, but not strictly necessary for the build to work. I'd be willing to drop some AoE defense to get the necessary melee and ranged defense.
Here's the data:
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The issue I have with it is that as an offensive toggle it turns off everytime I get any control on me, which is a pain. I am constantly toggling on offensive toggle on a blaster with all the momentary sleeps and stuns that aren't worth an inspiration.
Thank goodness defensive toggles suppress. I just wish offensive toggles did as well. -
To soft cap /SR all you need is the Steadfast 3% Defense in Tough, a full set of Gaussian's in Tactics (or Focus Chi in a pinch), and good Defense slotting in your secondary defense powers, Combat Jumping (or Hover), and Weave.
That's the easiest way to get soft cap, leaves lots of extra powers for different set bonuses, and let's you fully slot attacks. -
Quote:It only has one, where as most sets have one additional cone-like power.I don't see why people act like MA is a single target only set. Dragon's tail is easily one of the best scrapper aoes by more than one measure. I'd take it over anything but spin.
As for AoEs, I'd give it to Spin which appears to be balanced without Follow Up figured in like the rest of the attacks in Claws.
Whirling Sword: 30.2 Damage, 14s recharge, cast 2.904s
Spin: 41.2* Damage, 9.2s recharge, cast 2.64s
Typhoon's Edge: 31.2* Damage, 12s recharge, cast 2.504s
Thunder Strike: 39.3 Damage, 18s recharge, cast 3.432s
Fire Sword Circle: 43.6 Damage, 20s recharge, cast 2.904s
The Lotus Drops: 46.1 Damage, 14s recharge, cast 1.98s
Burst: 29.6* Damage, 15s recharge, cast 2.904s
Dragon's Tail: 47.3 Damage, 14s recharge, cast 1.716s
Spine Burst: 25.9 Damage, 16s recharge, cast 3.168s
* Has a constant damage boost power which can double stack
From what I can tell it's:
Spin by what appears to be a large margin
Typhoon's Edge
Dragon's Tail
The Lotus Drops (only by a bit)
Fire Sword Circle and Thunder Strike (the recharge kills them)
Burst (depends on how often the Kinetic damage boost is active)
Whirling Sword
Spine Burst
If you need the mitigation and not just damage then Dragon's Tail climbs the chart, but I would still put it under Spin I think.
The nice thing about Dragon's Tail, and similar sets that don't use a damage boost as part of base DPS is that you can time Build Up with your AoEs. -
Quote:Eagle's Claw followed by Dragon's Tail will have an increased critical chance on every enemy that the PBAoE hits. It's a nice side effect that boosts AoE damage a bit, which MA is lacking.Why use Dragon's Tail, just for the -Resist Proc?
Also, has the Reactive power decision between 75%dmg to 25% -resist been solved? Which is better the 75% dmg or the 75% -resist?
Although I find that with good recharge I'd rather have MA in an AoE situation than Dark Melee, and I *like* lining up Shadow Mauls. -
Quote:Someone mentioned it earlier.Not sure if anyone has said this yet, but the -Defense in Crippling Axe Kick was made unenhanceable by design.
In my opinion MA is not so good that making the -defense in CAK unenhanceable was needed. It's not like MA is burning up the scrapper primaries such that allowing the -20 Res proc in one attack would push it over the limit. -
As a side note, my point is that unlike some secondaries, MA has a number of good DPS chains, some with low recharge requirements. Also, if you like Eagle's Claw you aren't "gimping" your build by using it. What small amount of DPS you will lose in single target will be made up for in Dragon's Tail crits.
(Personally I don't use Eagle's Claw on my main MA/SR, but I do on my other MA/WP character. Both are 50 and have a good amount of IO slotting.) -
You can probably remove the problem with Cobra Strike doing too little damage under the Martial Arts section.
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Invulnerability is awesome.
That said, I have some casual friends that played the set and found it lacking. As others have said, it's a late bloomer. Also, if a player doesn't know that the real strength of the set is Invincibility and how to capitalize the defense bonuses by stacking defense the set will seem squishy. -
A copy of my old post:
Wow, okay so Crippling Axe Kick now hits like a truck. Well maybe not a truck, more like an Econoline Van.
At level 50 it now hits for a base of 132.63. Let's look at the current test numbers to see where it stands:
Counting boss crits and Arcanatime, the new DPA numbers:
Code:
Thunder Kick 54.79
Storm Kick 89.95
Cobra Strike 72.98
Crane Kick 72.96
Crippling Axe Kick 78.95
Eagle's Claw 59.16 (plus additional crit on next attack)
Some random attack chains and their DPS:
(Note in chains that have one of CS or CK you can freely replace one with the other.)
SK - CAK - SK - CS: 81.05
SK - CAK - CS - CK: 77.36
EC - CAK - CS: 75.53 (adds 33 EC crit to CAK)
EC - CAK - CS - SK: 77.15 (adds 33 EC crit to CAK)
CAK - CS - CK: 74.97
SK - CAK - CS: 79.07
So it looks like the old best attack chain is still best, though you can substitute CK for CS to avoid knock back. -
I did an analysis of various attack chains when the changes to MA first came out. Sadly my post was in the beta section. The result was that while SK-CS-SK-CAK is the best attack chain, there are a variety of attack chains, including chains with Eagle's Claw, that come very close. IIRC I could make several chains within 3-5 DPS.
If you really like Eagle's Claw, a chain with EC followed by CAK was something like 5 DPS behind the best attack chain. In addition, EC followed by Dragon's Tail is really nice and probably makes up the DPS difference.
I'll see if I can dig up the original post or my notes on it. -
Do people think they could create an assault set based on a mix of Dual Pistols and Martial Arts? I really would love a gun based Dominator.
Assault Rifle/MA would work too.
Or do people think that's too out of character for the archetype? -
I am shocked they haven't done Martial Arts as a secondary. Making Maelstrom as DP/MA blaster was just taunting us.
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Quote:This. I was going to comment, but this pretty much sums up my experience, both practical and math.Your best bet is to use standard Ammo for the KD effects until you have enough defense set bonuses that you can leave your ammo set to fire. When set to fire the DoT effects raises your total damage up to the point where it is finally on par with the Energy primary.
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Giving a full defense bonus might be one way to bring this secondary in line with others.
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My 50 is DP/Elec. It's fun, but I would actually recommend DP/Energy. Boost Range and Power Boost are so good.
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I've had two threads necro'd in the last two days. Weird.
Quote:I've never seen the PvP +Def recipe for sale.What I don't get is why people don't use 2 A-merits for something like a LotG: def/+recharge, craft it, sell it, and repeat the process until you can just buy the PvP IO outright. 15 of those with a profit of 120 mil(estimate) means you are well over 3 bill and you have 5 merits left over.