-
Posts
226 -
Joined
-
I got a Emp/Psi defender for this if you need one.
For back-up, I got a Rad/Rad and scrapper if anything opens up for them. -
This is just at first glance, but I noticed that you skipped Dragon's Tail, MA's only AoE attack, and a decent KD power for some damage mitigation. My first suggestion would be to replace Crane Kick with Dragon's Tail, because Crane Kick now can be replaced with Cobra Strike with its nearly identical stats (except stun over KB). Slot that with 5 Obliterations, and the Force Feedback proc, and you get about the same slotting for +recharge but getting better AoE coverage.
I haven't looked at anything else yet, so this is just a preliminary critique. -
I have respec'ed my L50 MA/Regen and started a new MA/Shields Praetorian who's up to level 9 right now.
For the my L50, I have switched out Crane Kick for Cobra Strike and I haven't looked back. My performance is still pretty much the same, but with Cobra Strike's 75% stun, I'm able to take down +conned Bosses easier, able to stun-locked them but still not drop my DPS. This is easily apparent when dealing with Carnie Ring Mistresses. Before, I had to mix CS and EC to try to keep the Ring Mistress stunned so she doesn't hit me with her Carnie Mask power. It wasn't always successful. But now that CS is buffed, I can consistently keep a boss stun-locked and keep the hurt on.
On a side note, I did notice that the buffs also came with slightly higher Endurance costs, so my END was dropping faster than expected (and this is with both Quick Recovery and Stamina, for about 4.15 end/sec). I did this against both Freakshows and Carnies, though against the Carnies, my observations might be skewed because they also have their END-draining AoE attack.
For the newbie MA/Shields, with just SK and CS (and with some vet powers), I am getting solid hits. Couple them with TK or CK (both of which you might want to respec out later in the build), and you already got a decent attack chain before level 10.
Just this simple change to CS has put some new life into the set, and has increased its soft-controlling aspect as well bringing it closer to being a top Single Target set (barring uber high-end builds). It does seem much more fun, and I'll see about revamping my guide for it in the coming weeks. -
I've been playing around on my Ma/Regen for a bit now, and with the new changes to MA, I was going to respec my build. Now I will be giving up abut +3.75% ranged Defense for a +5% global recharge boost, but that will allow me to hit the necessary recharge in Storm Kick for the optimal attack chain.
However, i am wondering a bit on how I should split up the defenses on this build. I will have a set 13.5% AoE Defense, but I don't know if I should try to even out melee and ranged (with a ~22.9% melee and ~21% ranged split) or focus more on melee (with ~30.4% melee but just ~13.5% ranged).
I am thinking to go more toward the +30% melee defense, since that also has a ~23.5% S/L defense as well.
Any thoughts or considerations? -
Yo w'sup everybody,
I had been planning a MA/SD for the release of Going Rogue, but now I am a bit stuck between soft-capping and getting enough recharge for the top dps attack chain.
On my main MA/Regen, I was able to get around ~170 dps with a +recharge build (calculated from the Rikti Pylon challenge). I was able to get the 225% (or damn close to it) global recharge on Storm Kick to get the SK->CK-SK->CAK chain.
On the proposed build for the MA/SD, I could probably only squeak out around ~160%, 170% tops, recharge on Storm Kick.
Now considering some of the changes to MA, and Shield's damage bonus potential, would it be possible for a MA/SD scrapper to match the 170 dps on my MA/Regen despite its lower global recharge? And if so, is there a recommended attack chain? -
I just want to ask if anyone here knows this for sure, but if the Gaussian's Synchronized Fire-Control: Chance for Build Up IO is slotted into a Build Up power, would both effects stack (for an effective +200% damage buff over just +100%) if the proc get activated?
I haven't noticed it myself in game play, but just because I didn't notice it doesn't mean it still didn't happen. Can anyone here confirm or deny it? -
Below is from my Martial Arts guide, with a few more notes on synergy and weakness. As discussed before in other threads, the apparent "weakness" of the Martial Arts set depends on your point of view and what you are looking for. Its "weakness" could be the lack of useful synergetic secondary effects (could stack stuns, but not as reliable or worth the effort, etc), lack of AoE attacks, or even a relatively high-maintenance build in order to max out its DPS. again, it's your call on how you want to approach these "weakness" when choosing a secondary.
Dark Armor
The significance of this powerset is the Oppressive Gloom power. This toggle has a mag2 Stun aura in an 8 ft. radius. Stacked with Cobra Strike or Eagle's Claw, this power can reliably keep bosses stunned. However, both powers are not necessarily used in MA's optimal attack chain. On low global recharge builds, Eagle's Claw could still be used often for its burst damage, but otherwise a player has to choose between maintaining a DPS attack chain or going more for single target control.
Fiery Aura
Some of Fiery Aura's PBAoE attacks could help round out Martial Art's lack of AoE attacks. MA's only AoE, Dragon's Tail, could also be useful to keep multiple mobs in melee range for Fiery Aura to do its work.
Invulnerability
Invulnerability's highest potential comes in herding multiple mobs around itself, due to the Invincibility power. But this does run counter to Martial Art's focus on few mob targets. Otherwise, the sets themselves are compatible but a player needs to be aware of varying levels of performance through the length of some fights, and whether fighting solo or on teams.
Regeneration
This set is powerful and versatile so it works well with all sets. However, many of its core powers are click activated, which causes redraw for weapon sets. Because Martial Arts does not have any weapons to be drawn, some players who are decided on the Regeneration set might consider Martial Arts as an option. This is also a powerful set in solo or small team settings, which works well with Martial Art's focus. The synergy with this set also comes that Regen directly benefits from high global recharge, which is also necessary for MA's optimal attack chain.
Shield Defense
This set can be used to increase the damage potential of a Martial Arts Scrapper. Shield Charge also supplements another AoE attack to assist Martial Arts against multiple targets. Shield Defense is a late bloomer, so damage mitigation from your primary, such as Crane kick and possibly Cobra Strike, would be useful in the early levels. The consensus here is that the damage potential of this secondary is what's most attractive.
Super Reflexes
This reliable set works well for all primary sets, including Martial Arts. Like Shield Defense, this is also a late blooming set, so using your primary for damage mitigation is definitely recommended, particularly at lower levels. Quickness is a nice for more global recharge, plus the defense powers allow for more opportunities to stack up global recharge bonuses.
Willpower
Just as Invulnerability, Willpower becomes more powerful when surrounded by more targets. And just as Invulnerability, a MA/Willpower Scrapper would need to find a balance between its primary and secondary powersets. -
I'm surprised that no one made mention of this but MoG does still have the Psi hole. It's still a damn good power when you need it, but you got to be aware of that hole to psi damage. I instinctively fired it against a Carnie Master Illusionist and forgot about it, and I faceplanted a few seconds later.
-
This is is just my personal opinion, but I would rather drop Inferno in order to get both Caltrops and Rain of Fire. In fact, you should get Rain of Fire sooner. That's a massive AoE attack and should be a bread-an-butter opener for most engagements. I'm not a fan of nukes, as I hate being left too vulnerable for any length of time. Plus, nukes tend to be a last ditch all-or-nothing power. It will easily drop mobs that I can easily take on without the nuke in the first place, and for higher-conned mobs it will be do or die. I usually don't like those odds, but to each her own.
If you don't want to get rid of Inferno, then get rid of Flares. It's a low damaging attack, and gets less return as you level higher. Get Fire Blast at 1st level, and work in both Caltrops and Rain of Fire. Use Caltrops to slow down the mobs from running far and then unleash Rain of Fire to bring down the pain. Rain of Fire works best with any kind of AoE Immobilize or Slow power, since you can keep the targets contained for the maximum number of ticks of damage. Caltrops is that kind of power, so it would be a waste to neglect using both powers together. -
Quote:I haven't noticed much problem with Smashing damage all the way up to 50. Now I might be a bit bias because I have mostly been doing smashing damage on the way up with most of my toons, but I don't think it's any hinderance. In fact, I notice more often when smashing damage is not resisted than when it is.
1) Is the all Smashing damage a serious problem at higher levels?
The Touch of Death set is good for the set because of the proc and the melee defense set bonus. Getting a couple of these sets for your build will be very recommended if you are building for defense.
Quote:2) Should I skip Crippling Axe Kick?
If you are aiming for a high +recharge build, then get this power, since that is necessary for its high DPS chain. If you don't have a high +recharge build, then you can get away with skipping it since you are not necessarily aiming for a min/maxing build, and get something else that works for you. For the longest time, I got Thunder Kick instead of CAK, and I had no problems with it (was able to accomplish the RWZ Challenge and solo a pylon, though it did take a long time).
By the standards of his forum, most people are going to say that Thunder Kick and even Eagle's Claw are more skippable than CAK. But keep in mind that this is from a min/maxing perspective. Even a "subpar" MA build is still good and able to accomplish most of the normal content of the game, from soloing EBs and teaming up in TFs.
Quote:3) What's the most synergistic secondary?
Again, I think your playstyle will more determine which secondary might work the best for you.
Quote:4) How well does MA fare against very hard targets? -
I doubt you will be able to softcap S/L without serious compromises to your build. I noticed on both of the above builds that they are lacking the Fighting pool for Weave. I had a slight problem with survivability and I decided to get Fighting over the Leadership pool.
I don't know if that's something you want to do, but if you are going for a more selfish build, then Fighting could get you a few more percentage points of defense.
Personally, Fire/Cold is a strong offensive and debuffing combination. It provides no direct damage mitigation, outside of the some KD from Sleet. This can be a problem since Fire Blast is capable of getting major aggro.
My general advice is to get more +recharge, as that will bring up your powers faster. If you can get some good defense, then that good, but you shouldn't try to force it.
All in all, those build have good survivabilty, and would probably be more than enough for most of the game's content. -
Well, I'm looking a friend's build, and without DA, the S/L won't be softcapping, FYI.
-
Any reasons why a Kat/Regen would build to get S/L defense over melee defense?
I understand there are some ranged and AoE attacks that also contain S/L elements, but it seems that it's easier to get melee defense over S/L defenses. Any thoughts? -
I just looked over your build, and here are a few things about it:
From some set bonuses and power picks, it looks like you are trying to get some extra recovery. If that's the case, then go for the Fitness pool. Stamina is twice as good as Physical Perfection for +recovery. Using the same slotting, that would hit ~4.0/sec recovery.
And while you are at it, you might as well get Health, which will open up more options for Heal IOs.
If you were to drop a pool, drop Leadership for Fitness.
Dull Pain is overslotted. Just stick 5-Doctored Wounds in it, sans the triple-enhancement IO.
Yeah, I highly recommend the Obliteration set for Dragon's Tail.
Eagle's Claw is overslotted for mez. Don't even bother slotting for that in that power.
If you want to get more bang for your buck, switch out the Hecatomb: Damage IO in Storm Kick for the Hecatomb proc. That Damage IO won't add that much due to ED.
In Instant Healing, why did you put a Numina's in the 5th slotted instead of another Doctored Wounds? Five-slotted Doctored Wounds get you to the ED cap for Heal and Recharge, plus it gives +5 global recharge bonus, which adds more benefit for this build.
Resilience seems to be overslotted for its benefit. I recommend not slotting it, though you could use it as a mule for certain IOs if you can't get them into Tough.
As you know, Resilience and Revive are really optional on this build. Revive, in particular, will only find disdain from min/maxers here, but hey, if you want to keep it, then I'm not going to judge.
Here's are some other hints on rebuilding if you choose to do so:- Put 5-slotted Doctored Wounds in Reconstitution and Dull Pain (and maybe Instant Healing if you got the extra slots), excluding the triple-enhancement IO. This will get you to the ED cap for both Healing and Recharge enhancement. Plus, each set gives a +5% global recharge bonus.
- Obliteration set in Dragon's Tail will also provide +5% recharge and a nice melee def bonus.
- Put 5-slotted Crushing Impact in one or two more melee attacks, and you got +25% global recharge off the bat.
- To save up on slots, only slot MoG for +recharge. Any extra defense enhancement will mostly be lost to the Scrapper defense cap.
- Consider sticking the Touch of Death set into some of your attacks, for extra melee defense.
- If you do consider getting Crane Kick, try to stick the Force Feedback +Recharge proc in there. MA/Regen benefits so much from more global recharge, not only from its attacks, but also its clicky heals.
I don't know what your ultimately intent is, but the build posted right now should still be strong enough for the most common content in the game. The above changes and recommendations is for your benefit if you want to min/max for the harder challenges. If that's the case, get at least enough global recharge to get perma-Dull Pain or close to it (and possibly more if you want to have the best MA attack chain). Then start working for positional defenses. Hope this helps. -
I still appreciate the defense on my MA/Regen. It's far from soft-capping, but the +30% melee defense has really helped keep the toon alive when my /Regen powers are not enough, and I don't even use the BotZ sets on this particular build.
Yeah, the extra defense does help significantly even if it's not close to soft-capping. Other than global recharge, building for defense on a /Regen is hardly a bad idea. -
The change might be that Combat Jumping is toggled off when Super Jump is turned on. I can't say for sure. As for the numbers that I read, this is what I got: +33.9% Def(melee), +18.9% Def(ranged), +18.9% Def(AoE).
-
No comment on the expensive items like Purple sets, PvP sets, and HOs, since you did say that money is no object for this build that you want to make.
If you are getting Focused Accuracy for the extra To-Hit, and to use the Rectified Reticle set bonus for melee, then I think what you get can be done cheaper by dropping the power can using one of the slots for a Kismet: 6% To-Hit IO in Combat Jumping. You get almost the same bonus with no end drain, plus you can use the power at exemplared levels under level 36(?).
If you still want a power so you can use Laser Beam Eyes as your range and as a mule for the Apocalypse set, then get Conserve Power, which will come in handy if you find yourself against level 50 enemies like Malta Sappers and Carnie Ring Mistresses. You probably won't need it most o the time, but it will do more for you in those few cases with that Kismet than Focused Accuracy would.
Suggestions for those extra slots could go into:- Quick Recovery or Physical Perfection
- Storm Kick or Dragon's Tail for EndRedux, Acc, or Proc.
- Focus Chi for +recharge
On Boxing and Cobra Strike, I see what you are doing with the Kinetic Combat sets in them. The melee defense isn't that much, unless you were specifically looking for S/L defense. Cobra Strike is not slotted to be of much use. Drop Cobra Strike and use those extra slots in Boxing and fill that up with 6-slotted Touch of Death to get more melee defense instead of the S/L defense. In exchange of Cobra Strike, you could get Maneuvers for another defense buff, or Assault for a damage buff.
Here's a remake of the build with a change of powers and slots, with no loss in global recharge, less End drain, and slightly better positional defenses, at the cost of some S/L defense:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;717;1434;HEX;| |78DA9D934B4F535110C7E7D262EDBB054A79F4458196D2F6026EE461302AA025342| |15458C8A3B996233469DAE6B60BD9F90130716534CA4E513F82F19BF85D4C9DC769| |37EEBC69FFBFF398993333E7DEF2EB2D1FC09B8760049E34AC4EA75AA9D956BBAD6| |C57A55657CD9A0217004CF757AB65D550CA2C5B76B76E35AA8FEC6E273ED8DB52AF| |54B3A3CC0375A19ACAB6BAF556335C6A5E2A5B35BB667FE0DB6FB51AE69EB2DAF5E| |6859F273BF58BCB2ECE3C3CABB4953A0FF6ADCE95DDB9ACB7C3DBED7ACD7CDC3ABF| |AA96AD4E57D9571398570EFFEF29417E7A4EC80C01ACC06256B0C028E418C545C61| |6991BDA7C170759C81C1AB4933D126C22E2902DF1DEB64B5BA3B9917290C1504C10| |67DC4908928C1D347748F421C75B3ED0F94E70CDF88006C3126F78F80B2E8DC1EC5| |7441A72B7826F8CC277DE2BFEE0D947F472692FD729506277CF042F188163C6DC89| |A0CA788A2E6EEDE596A43D52824772F749EE3EC93D9007C2387A79A504F0FE01EA4| |51497FC1208FCBFB98E67B814D46D0C4AEC90C40E49D031093A26277D42F3B04E25| |2C298F48CA2392F284A43C2BC5CD4A71067A8D6AAF51F24AC3F83163E2843177CAC| |89C3116AB0C077A45F41D4436114E80F17B0E2A24C7530794D024AA6B8C46F9BE3F| |E3D2A4BEE8C9075CE3D4AA608D31B32ED860ECA2F9B4369F96FA63527F4C2A4E481| |B12D286B48BCE6073232E7D4E086E7027A96B4C4AD929E94C4AFA949206CD48838A| |D2A0307AA57501692A360D7BB834AF8F9897D89908BFD1154C61415FDF429E7B748| |BD799177F239F62E382E0108D4D5D9859E05A978A0253B0C4585996D71A4F5DD6CD| |5E96E356EE4B93FB8C39071F28FEF081BD7F56F69D83CF0C0C5E493A07DF69CF1D6| |24B10E3FF7A7EFAFAE1DC071ED4E724FB28C6118D4E484E697A46238B462F496A34| |EDFDF2F5130EAE525E6B24EB241B2411CC0FAEC9D2E545F192F848FC24019220498| |86494648AE486A4F717F557EC15| |-------------------------------------------------------------------|
-
Well, we could go back and forth on what we think the problems with MA are, without doing much to convince the other. But in the end we can both agree that MA still gives up a few more things than what it gets back.
As for the OP, all advice to build for more defense is necessarily for high level challenges, which is harder to do for a MA/Regen than it is for some other combos.
If the intended direction was to go more into PvP, then the only thing that carries over from a PvE build is high recharge. Resilience is a strongly recommended power for its stun protection/resistance in PvP. Also having unsuppressed movement is important, so it's not unusual to have more than one travel power in addition to Hurdle and Swift from the Fitness Pool. -
Quote:Well, maybe it's all in the perspective of this sort of thing. At least now, the player is starting to ask more specific questions, rather than just asking for a complete build. That way, he starts to think on his own direction for his builds.Saying that "hints and principles" exist within a build without expressly stating that it's not a good build in the first place doesn't really do much good because you just as well be stating that the "hints and principles" are the bad things that are done in the first place. It would accomplish much more to simply state what some good things are (Doctored Wounds 5 piece in Recon, DP, etc) and what the bad things you did were (6 piece Numina's in Integration) but the reason for doing it anyway (if there was one).
You can't automatically assume that something is going to be interpreted right, especially since you're attempting to teach someone that doesn't have a particularly firm grasp upon IO slotting in the first place. You probably thought that what you did at that time was a great idea as well even though it obviously isn't now.
Quote:I don't really see how you can say that there are fewer directly useful sets available to MA than there are to any other set. It's an attack set. It gets access to the attack sets. That's pretty much how it is. The only sets that get access to "more" useful sets than MA does are Spines and Claws due to having ranged ST and AoE attacks in their primaries, not that it really gives them an untoward advantage since both of those types are generally less useful to Scrappers than outright melee sets. You could just as easily claim that Fire Melee gets hosed for "useful" sets because all it has access to is the damage IO sets.
Now of course, these issues are more specific to the MA/Regen build and the intended end-purpose in mind. Pair up MA with Shields, for example, and you'll get different synergy from that combination as well as build directions as you would with /Regen. -
Like I said, the build is an old build. It could be better optimized, but for what it's worth, it's still damn good for what it can do.
I admit that Storm Kick could use more recharge, provided you are going for the optimal attack chain. A revised build would swap Thunder Kick with CAK, and then swap sets so Storm Kick gets better +recharge.
The six-slotted Gaussian's were used in Focus Chi in order to get the defense set bonuses. It's a trade-off with the greater recharge enhancement, as well as the +5% global recharge set bonus, that I would have gotteen from using a 5-slotted Adjusted Targeting.
The HP set bonuses were there for the picking, but mostly came with the higher-slotted set bonuses. Fast Healing is probably the one you are talking about. Everything else had a particular set bonus in mind and were slotted for it.
Again, the "hints and principles" are there, provided you don't ignore them in spite of the deficiencies in the build. Yes, it's not the most min/maxed build out there. Hell, I took Revive and Cobra Strike. Swap those two out as well as the travel power and you could get a little more flexibility with using different sets and bonuses.
And in light of all this, this bring up a side issue with the MA set itself: it's limited to a smaller number of directly useful sets and IO's compared to other Scrapper primaries. So that's going to lead to what a particular player wants to sacrifice for what the player wants to acquire. -
I normally don't like to post complete builds, wanting to allow other players to pick up hints and principles to make their own builds rather than give them a big cheat sheet. However, I'm in the "Sure, what the hell" kind of mood right now. The following is an old build that I used (I've since updated it). It's still a pricey build, but not as much as your proposed one is.
Code:This was good enough to do the RWZ Challenge, and to solo a Pylon. AV hunting might still be possible, depending on which one you are targeting.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1418;709;1418;HEX;| |78DA9D935B6F125110C7CF16E80A5D0A2DA5F75A0AF66691B66F6A138DB1ADDA824| |5C09A685BDCD2634B4216B260A26F7E009F4CB49AD837AF1FC1F8D1BCE0CCFC177C| |F34112FEBFB3B3337366CE99CD3D5BB7947A715D19FD376B76B3592E565CBBD1D0A| |E79D76E3D75ED5AB0D8A81E69B7A4EBA6526AA2F3BA9CD335AD3339DB6D55ED5AF9| |86DB6A4E75DFADEB27DA69EA4C411F6B47BB76AB5A7706EE3827DAD54E2BD35984F| |2F57A2D536C687D64C932ABED46D5390ECBC366F5F8A4454F96F7D47274B319DB68| |542B9907E45777CA39BBD9D2EEF3512A6B91FEAFB93EF9B503EA3121A97A6C41FFA| |1E0424570F14870A92458E72843A27CAA68B069E89E60F8BE60F51A614ABD313D37| |CA6E3C44F647C8BE87ECFBC87E80EC65C10645F910E5F7ED483EFF3690159CCB017| |9C126B907504C4FE0B4874DBDAF8084E44B9203DA6C1BE6929806815B640E7A3B05| |B153084943D86210FB0E63DF77E4DEE7B5D387762CB463A19D14DA99473B69B493A| |2A830A254788DE0F7A9DB648BA0E640044716C501460B82459CEA7209D845191435| |8028351017D35B32C5BC92621FA4EBA18F82D14F82C9CF82992F82E5AF0283A2E25| |E541C8D8CA291F17FDCCB29458D78A735B245895655625B3093057282B91D818FDC| |C750AD313622F3309E96445BF466C2BB9009DCC424F0DE64371436F5436A3DFF13F| |82548FD16CCB705699E93A43AA3A8692F6A1A439CC0D82630B6298D7BC148A731C4| |DB262B4E3389EDB3649A85A96716A6390F386E3F392C78B3B600D3E2101015F492C| |39277454B0B126A9229E399325B985C32AD78A6150CE9A4BFFB21FA545E4CE70B82| |D52280AAB3FEEEA747B32BA790F777BF3265A0DCE9BF5EED60547C65FD9FBF6F562| |75DB010222DB1E4498C5D5EEDB1ECF3E301AF6C5E1DB254F8B1FDDDEAB416B9CC75| |5D61B9CAB2C612A7FAD44BF634F9E3EA63B158C22CFD2C1196284B8C659CE58CA5F| |D073FADE844| |-------------------------------------------------------------------|
-
Okay, I've checked out your build, and compared it to my own MA/Regen build. Now in terms of global recharge, yours blows mine away. That means you can get your clicks up faster and pretty much guarantees a strong offensive attack chain. Even your combined +Acc bonuses will allow you to have a better chance of hitting higher level mobs (at least +3, +4 more) than my build does.
However, your passive +regen is about the same as mine (give or take a few points). Yours only starts to come out ahead when Instant Healing is up, since you decided to slot up the healing enhancement. Still, you only get about 10-15 more hp/sec than mine. It's not that much of a difference in the long run, where that small window is not going to make too much difference in survivability.
Now going back to your high global recharge, in order to make use of that, you will still need to have the endurance to support attacks and clicks going that fast. Your +recovery is a little less than mine, but with a higher END usage. I only have the occasional END problem when it comes to really long drawn out battles (like RWZ Challenge, Pylon soloing, AV hunting, etc), but I can turn off a toggle here or there or hit MoG to boost up my +rec. I don't know if even MoG can sustain the high recharge you got there for extended periods of time. You don't have Stamina or Physical Perfect, so you are probably going to feel it.
Also, there's no shame in using Hasten in order to get higher global recharge. If you got it, then make use of it. Otherwise, you are going to put too much effort for diminished returns.
The biggest difference in our builds (in addition to costs) is Defense. I got just barely enough global recharge to allow for perma-Dull Pain, and to get close to the SK->CK->SK->CAK attack chain. Then I stacked as much defense as I could get. There was no way of soft-capping on a MA/Regen without some major sacrifices, so I stuck with melee Defense, which would get a decent S/L Def to it as well. I got my melee Defense up to +30%, with +16-17% Ranged and +13% AoE. That Defense works wonders now that I have it. I can solo a Pylon (though at a damn long time) and still get through a RWZ Challenge, albeit at a low success rate. Your defense is decent enough for most of the PvE content, but you will need considerable more defense to be consistent against AVs.
As for PvP, I've done a little bit of it with my PvE build, and I did fine for the most part. I'm no ringer by any means, but having a very high global recharge means you can get your big attacks faster as well as your clicks, which will annoy and frustrate the hell out of your opponent unless they got slows and -recharge to annoy and frustrate the hell out of you with. The +Acc in your proposed build would be useful to keep your To-Hit near, if not at the cap. I also would recommend getting Cobra Strike for PvP as well. Using that with Eagle's Claw will stun and again annoy your opponents. I use it as a bit of control when working in teams, or in free for alls when I need to hamstring one guy so I can then get to the other guys first. -
"Yawr! T'is land-lubber's fallen, and I can't get up! Yawr!"
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
-
Nope, I mean S/L resistance. Tough and a Patron Shield will significantly buff that, but I don't know offhand of a Patron Shield that provides defense. If I knew how to get near the soft-cap in any one particular area, I would try to do that, but I don't think it's that possible with a /Cold without forsaking other important aspects of that set, such as recharge.
-
I think it would depend on what your total defense would be, if you are just considering Hover for its defense. If you can't get at least +10% defense to any one area, then don't even bother trying to work for defense, since it's not going to matter a whole lot anyway.
I got a Fire/Cold, so I know how squishy the /Cold set is, all the while with Fire/ bringing all that aggro to me. I got positional defenses up to about +15% melee, and around +20-25% for ranged and AoE, with some decent S/L resists as well. However, the defenses were mostly accomplished with IO sets bonuses.
The "KB protection" in Hover really isn't but will "downgrade" a KB into more of a KD, as the flipping animation will still stall any actions but will not let you go flying back. Combat Jumping also have Immobile protection, which might be something to consider for your Dual Pistols. I use Hover on my /Cold mostly to get some aerial placement and good visuals on the battlefield to lay down my debuffs, in particular Sleet and Heat Loss, but CJ can work just as fine.
If you are looking to add up defense, here's what I did with mine:
(numbers are approximate and considered slotted but close enough for this example)
+2% - Hover or CJ
+5% - Arctic Fog
+6% - Weave
Total: ~13% (at least)
Add in Tough and a Patron Pool Shield, and you can get about 40-45% S/L resist, and possibly a smattering of other resists.
You won't be able to tank, but you will notice a difference in survivability. I switched from Leadership to Tough and never looked back. Now, I don't know if Dual Pistols will get the same kind of aggro that Fire/ does, but these are at least some options if you decide to go solo or happen to be on a glass team.