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Posts
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Joined
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You actually may have nailed it. I've been dabbling with DM/SD, and the two complement each other pretty well; heals from DM help the lack of regen on SD, and SC helps the lack of AoEs on DM.
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Yep, that I realize. I'm open to other powerset suggestions, since it does seem from what I've read that Brutes and Scrappers have different advantages with different sets.
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When it comes to soloing content--whether that means a single target like a Pylon, or an entire TF--are both ATs generally on par?
I'm currently trying a DM/SD Scrapper. However, it looks like Brutes have comparable DPS (and even advantages with some powersets--I seem to recall reading that Fire DoTs benefit from Fury, but not a Scrapper's crit). On top of that, they have a higher HP pool and a potential 90% Resist cap in late game.
I'm still relatively new to the game, but how do the two classes stack up? Is it generally a safe bet that a well-played, well-built Brute can solo roughly the same content as a well-played, well-built Scrapper? Or is the game such that, assuming soft caps, damage becomes king and resists are negligible?
On top of that, what does each sacrifice as far as teamwork in order to be optimized for solo play?
I'm big on two things: soloing and optimizing the potential of a class. Right now it seems like Brutes have comparable damage to Scrappers going for them, as well as a higher HP, a higher resist ceiling, and a higher top-end damage ceiling when team buffed. I realize damage may get scaled back (or Scrappers may get scaled forward) to pronounce class differences now that characters can switch sides, but in general, the Brute seems better-rounded. Is that accurate? -
Thanks for the feedback. Looks like according to several posts, it's actually the best Scrapper DPS combo to boot.
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What are the numerical tradeoffs between Brute and Scrapper for a DM/SD build? I'm pretty new to the game and only just read that the two can have different damage caps, resist caps, and even scaling between powersets (such as the DoTs from Fire benefiting from Fury but not criticals).
Is DM similar in that the DoT component benefits from a Brute's Fury but not a Scrapper's crits? Are there any other reasons to roll one over the other?
I'm going for solo power and the ability to dish out pain and stand up to just about anything, AVs and Pylons included, eventually. I'm also expecting that Scrappers may get a damage cap buff now that Brutes can switch (I did look briefly at the notes where they normalized rage and lowered the Brute damage cap a bit, which makes sense). -
Thanks both Werner and Eva for the slotting suggestions!
I hadn't even read up about Accolade powers. Saving a power pick sounds super useful, so thanks for that tip. -
o_O
Where do you get the assault rifle skin in your profile picture? That looks like it'd go great with an Arachnos Soldier concept I have.
I'm definitely planning on a respec. No way am I passing up Slice and Parry along the way. WW is still a toss up but I'll see how I feel about my AoE with Shield Charge + Slice.
Did some off the cuff slotting on the online planner, and man, it's tight finding the slots for everything.
6-slotted:
Hack/Slice/Disembowel/Head Splitter/Shield Charge/Parry (under the "6 slot all attacks" approach)
Build Up (for Gaussian)
Deflection (since it can take so many types)
5 slotted True Grit for always-on enhancements. Probably want to give it a 6th slot and take it out of something else, but I don't know what.
4 slotted Tough, Weave, Active Defense, Battle Agility for 3 def and an end
3 slotted Combat Jumping for Zephyr
3 slotted Health & Stamina, 6 slotted Phys Perfection (max benefit before diversity from regens, is this workable with 2/2/4 using Frankenslotting?)
Is AAO worth slotting? How far do you slot One With the Shield? -
I know you don't take it for the def debuff resist. I meant that because /SD *has* one, it's not really important to be able to go over soft cap by using Parry. /WP doesn't have that option so I'd see Parry as more desirable even after hitting 45%, in case you get debuffed.
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Thanks yet again!
I'll tinker with the build some more after I get home. Definitely taking Parry and Slice at first for leveling, though I can see where, with the /SD defense debuff resist, it might be possible to drop Parry later (unlike WP which has no such resist and benefits more from having that buffer).
How late in the game can I wait on things like Tough and Weave? Is Grant Cover a must-have since it doesn't self buff?
Is Body Mastery strictly necessary for the regens, or is it possible further down the road (with enough funding) to manage End without requiring Conserve Power and Physical Perfection? -
Tentative build idea below. With Scrappers able to take a PPP, Shadow Meld looks like it could work really well to push Defense to new heights. Viable?
True Grit and Active Defense aren't in there because I'm not sure when they become worth slotting vs the other choices (and not even sure True Grit is worth it), so there's still shuffling to do.
Ridiculous Defense totals with Shadow Meld and toggles up, 40.4 for everything, 61.7 for Melee/Ranged/AoE. How many of those toggles are sustainable if properly slotted out for Endurance Regen and -Endurance Cost? How much of that effort should be redirected towards Resists and Damage?
Feedback appreciated. Still learning the tools of the trade.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Tynien: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hack -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(15), Empty(39)
Level 1: Deflection -- DefBuff(A), DefBuff(13), DefBuff(23)
Level 2: Slice -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(17), Empty(39)
Level 4: Battle Agility -- DefBuff(A), DefBuff(13), DefBuff(23)
Level 6: Build Up -- Empty(A), Empty(11), Empty(17)
Level 8: Parry -- Empty(A), Empty(9), Empty(9), Empty(11), Empty(15), Empty(37)
Level 10: Swift -- Empty(A)
Level 12: Combat Jumping -- DefBuff(A), DefBuff(40), DefBuff(40)
Level 14: Super Jump -- Empty(A)
Level 16: Against All Odds -- Empty(A)
Level 18: Health -- Empty(A), Empty(19), Empty(19)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Phalanx Fighting -- DefBuff(A), DefBuff(25), DefBuff(25)
Level 24: Kick -- Empty(A)
Level 26: Disembowel -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(34), Empty(39)
Level 28: Tough -- ResDam(A), ResDam(29), ResDam(29)
Level 30: Weave -- DefBuff(A), DefBuff(31), DefBuff(31)
Level 32: Head Splitter -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Shield Charge -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: One with the Shield -- Empty(A), Empty(40), Empty(42), Empty(42), Empty(42), Empty(43)
Level 41: Moonbeam -- Empty(A), Empty(43), Empty(43), Empty(46)
Level 44: Shadow Meld -- RechRdx(A), RechRdx(45), RechRdx(45), DefBuff(45), DefBuff(46), DefBuff(46)
Level 47: Soul Storm -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Summon Widow -- Empty(A), Empty(50), Empty(50), Empty(50)
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Firstly, thanks for all the feedback!
I wasted my free dual-spec early on so I was prepping to re-roll anyhow. I'm going to give /SD a shot.
I'm a bit of a perfectionist, and the higher potential (plus the increased viability for soloing AVs) is a draw. I do like the spread of regen, defenses, and resists in /WP, but I can live with a bumpier road early on in order to get a more powerful endgame build.
Now, of course, I have to re-educate myself since I've been doing a lot of BS/WP tinkering. Are there any obvious "don't take this power" and any must-haves when building BS/SD? Is Aid Self required due to lacking regens? I'm assuming Fitness and Body Mastery become even more desirable due to lacking Quick Recovery and Fast Healing.
For the BS/WP build, I was skipping Confront and Whirling Sword on the BS side (also seems like an easy choice with /SD since that has its own, more powerful AoE from Shield Charge). I was also going for Tough, Weave, and Combat Jumping. How does SD change up what I'm going to need for Soft Capping my defenses?
I clearly have reading to do, but any tips for getting started with BS/SD would be appreciated. -
Just joined the game with Going Rogue, and after briefly dabbling with a Mastermind, I decided I wanted something hands-on and highly soloable, which led me to Scrappers.
I don't like squishing a character's potential, so I wanted to make sure whatever powerset I pick has the potential for high performance in the endgame. I've read a lot of good things about SD, but also that it's under review, so I'm unsure about it.
I'd like a character that can do the following:
- Solo pretty much anything, AVs included. I realize this isn't practical right off the bat, but I want the potential to be there. Of course, perspective on just how much inf/time it takes to get to this point would help too.
- Level quickly with minimal investment (due to being a first character), but with the potential to continue scaling in power after the endgame with continued investment. I'm willing to take some lumps leveling if it pays off later, though.
- Kill fairly quickly. Scrappers in general seem to fit this bill, though.
- Contribute solidly to a group, either as an emergency tank (though I don't particularly want to take Confront), or simply as a high DPS character.
- Look good! I'm trying to flavor the character as an arcane knight, so he's a Magic BS/WP currently. Could go /SD (transparent disc appearance), or pretty much any other secondary, but I've read the most good things about WP and SD. SR might work, but that blooms late.
With all of that in mind, any advice? From a crunchy, stat standpoint, what's my best bet? From a thematic standpoint, what fits? FM has the fiery sword, but I'd have to look at the animations once I'm back at my computer to see if I can make them fit.
I'm after a happy marriage between the my optimization and thematic goals, but I still appreciate purely optimized number-crunchy feedback, too.