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Posts
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Quote:BS/ and Katana/ both have decent AoE with the added benefit of an attack that boosts Melee Defense, which helps smooth leveling by complementing the regen in either /regen or /WP, and thereby also allowing for ease of soloing Bosses and AVs.I have to agree with this. Been experimenting with several toons and solo i can get most of them to 10 in 1 hour or less( provided that it has good aoe from the get go(popping insps as main mitigation).
I'm not sure if the OP intends to solo AVs, but being able to easily cap Melee Defense along with high regen will make it much easier than going with a more AoE-centric primary like Spines/, which also has lower ST DPS.
I vote Kat/WP. I made a BS/WP and with moderate IO slotting for Defense bonuses I was able to mow through 8-man spawns of Rikti Communicaiton Officers even after they summoned all their minions without any survivability issues. While the CRUNCH-factor was fun on the BS, it is slower which makes it more difficult to create a smooth attack chain. Were I to reroll him, I'd make him into a Kat/WP.
If you decide you defiantely want to go /Regen, the I reccommend BS/ to go with it because Back Alley Brawler just announced that he was able to negate the weapon redraw during combat on BS/. Katana/ isn't slated to get this fix until after GR is released. -
I think he was asking how to check this in mids. Click on the 'Totals' tab on the bottom left and look under Defense. You're looking at the values for Melee, Ranged, and AoE to be at 45% or higher.
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Wow, crazy recharge. I didn't compromise so much for all that recharge in my FM/SR, AV soloing build, having Hasten down 11.1 seconds. I run the Incin -> GFS -> Cremate chain and for the downtime, I use Incin -> Scorch -> Cremate -> Scorch. I'll post my build to maybe give you ideas at the end of my post.
I personally wouldn't go for perma-Hasten, only because getting there requires alot of sacrifices, like higher end usage, more power choices, slotting powers that you won't actually use etc. Also, since /SR doesn't benefit from recharge, it's not as rewarding to slot for so much recharge anyway. I chose to do some sacrificing to fit in Aid Self, personally.
As far as tweaking your build, first thing I saw was to move the slot and the Regen Tissue unique over to Health - more regen.
Secondly, you can dump Focused Accuracy altogether - without it, including removing it's 9% Accuracy set bonus, you're still above 95% to hit +4 mobs with all attacks. This will also greatly reduce your endurance usage and allow you to get Conserve Power. This will help off-set the lackluster end reduction in your toggles.
You can slot PB with an End reduction - still perma.
If you get rid of Weave, you can then get Cremate. Slot Scorch with a ToD set, move CI to Cremate. Replace the Mako A/E/R with a ToD damage proc in Cremate and Incinerate, make the 6th slot in GFS a CI D/E/R.
Ok, so here's your build, but tweaked. It runs the Incin -> GFS -> Cremate chain, and Hasten is only down for 6.2 seconds which you can run an iteration of Incin ->Scorch ->Cremate -> Scorch for. 1802 HP, vastly better end management, and soft-capped to all positions. edit: Also, 370% regen. It probably could be tweaked even more, but I am falling asleep at the keyboard - looong Black Friday weekend at work. Following your tweaked build is my current AV soloing build if you're interested. Have fun!
Your tweaked Build:
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My build:
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Quote:I have a few times, and so have a few others, but noone reads every thread so it doesn't get proliferated as much as one might think. :-)Has anyone posted the simple fix for this in the forum here? A quick search for it doesn't show anyone having done so, but I may have overlooked it.
Options>Advanced>Database Editor>Main Database Editor>Scrapper Defense>Shield Defense>Phalanx Fighting
click Edit (bottom right near Save & Close)
goto Effects tab
choose 5th entry (3.75% Ranged) and click edit
on left side is "Affects:" pulldown, change to "none" instead of "target"
click ok> click ok> click save & close, click close
Tada! Fixed. -
Quote:Good choice. I have a 49 FM/SR and a 30 Ele/Shield and wish I had made a FM/Shield instead of either of those at this point. I may be happier with my Ele/Shield once I get LR and SC kicking, though. FM/Shield has excellent ST damage for AV soloing as well as excellent AoE to farm.Hehe, Captain Crisp is no running the streets on infinity; went with fire/sd. We'll see how I do
The only downside to /Shields is that it's pretty expensive to softcap all three positional defenses. If holding a shield, even the fiery looking one, fit my Fire/SR concept I'd reroll despite this.
As far as leveling, I'd go this route for FM/Shield with frankenslotting IOs around level 22 and a respec due around level 40:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 37 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Scorch -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/Rchg(5), F'dSmite-Acc/Dmg(5), F'dSmite-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
Level 1: Deflection -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(25), S'dpty-Def(25)
Level 2: Cremate -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/Rchg(3), F'dSmite-Acc/Dmg(3), F'dSmite-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
Level 4: Battle Agility -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(31), S'dpty-Def(34)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 8: Breath of Fire -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(9), AirB'st-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/EndRdx(11)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(19), M'Strk-Acc/Dmg(19), M'Strk-Dmg/EndRdx/Rchg(21), M'Strk-Acc/Dmg/EndRdx(21)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: True Grit -- Heal-I(A), Heal-I(34), Heal-I(37)
Level 26: Incinerate -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31), ResDam-I(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Acc/EndRdx(36), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(37)
Level 38: Against All Odds -- EndRdx-I(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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This build is designed to kill quickly - it's centered around dealing as much damage as possible VERY quickly. enhancement focuses more on recharge than endurance, because everything you're attack should be dead before endurance becomes a concern. Accuracy is 91-100% vs. +1 mobs, which die very quickly with a Breath of Fire + FSC combo, and the other St attacks will be able to finish off Lt.s and Bosses quickly.
Essentially, I've found that any Defense-based secondary levels much more easily and quickly if you build and fight like a Blapper (Blaster build around mainly melee attacks like a Scrapper) until you can get your Defense into the 30% range. Since it takes a good while for your defense to mature enough to help you significantly, I focus on burst damage and resistance mitigation in the form of True Grit and Tough. Normally, taking AAO to boost damage would fit into this concept, but it's another toggle to suck up endurance and the taunt aura often brought me too much attention too quickly on my Ele/Shield which got me killed often prior to taking Tough.
Obviously, this is just a suggestion and you should feel free to adjust or throw out anything that you feel differently on. YMMV.
Happy Scrappin'! -
Quote:Gratz! I just soloed him with my 48 FM/SR no temps/no insp 2 days ago for the first time. The fact that you defeated him with MA/ is awesome considering his S/L resists!Okay, so he was just Marauder. But like your first kiss, you never forget it. I just wanted to share my experience with the Scrapper community, because unlike my first kiss, I don't think Marauder is going to complain that I told a bunch of people about it over the Internet.
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Unbelievably cool Nihilii. Gratz to a fricking amazing feat!
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I threw this one together real quick and I'm sure it could be tweaked. It runs the Incinerate -> Scorch -> Cremate -> Scorch ST chain with no Hasten needed (Hecatomb proc in Scorch for added DPS) , has FSC and SC for spawn killing fun, sustainable endurance, soft-capped positional Def, over 95% accuracy against +4 mobs, 30.3% S/L resistance, 300% regen, 2084 HP, and Aid Self for AV and Pylon killing.
All in all, not a bad build, however, I couldn't get double-stacked Active Defense, nor squeeze in Grant Cover to maximize your DDR. Hopefully this would be off-set by the other benefits. Feel free to tinker, but this gives you an idea at least.
Have fun!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), Hectmb-Dam%(11)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(5), S'fstPrt-ResDam/Def+(5), GA-3defTpProc(7)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(19), LkGmblr-Rchg+(19)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27), LkGmblr-Rchg+(27), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Health -- Heal-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(36)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(36)
Level 22: True Grit -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(31), RgnTis-Heal/Rchg(37), H'zdH-Heal/EndRdx/Rchg(37), Heal-I(37)
Level 24: Boxing -- Acc-I(A)
Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg(39), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/Rchg(46)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
Level 32: Against All Odds -- EndRdx-I(A)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), P'Shift-End%(46), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
Level 47: Aid Other -- Heal-I(A)
Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Claws, no question, especially paired with /SR.
Ele can only do decently in ST damage with AAO from /Shields and a very expensive build. You'll be able to solo a lot more AVs with a Claws/SR with a much cheaper build. -
I went with /Shield. I have the influence to fully IO out /Shield, and AAO really helps boost the ST damage, which is what I found lacking when I playtested Ele/. Also, /Shield has Shield Charge, which you can alternate with Lightning Rod to farm with, especially if you go Blaze and take Fireball. SC + Fball, next spawn LR + Fball. The lower levels of /Shield are squishy as you are a Defense based set, but the payoff is worth it if you can afford to IO it out.
If you're looking for a lower budget alternative, Ele/ works well with any secondary. Since it has a lower end cost, it helps offset /DA's end usage quite a bit. If you're using it to farm, /WP is excellent for that due to RttC scaling regen, and can work well even with SOs.
Sant pretty much covered what to shoot for with /Electric Armor. -
Quote:I just worked a 10 hour day and my brain isn't connecting the dots.However, if you can pull off the +RCH needed...Chain Induction - Fire Blast - Jacob's Ladder - Fire Blast - Repeat, would be the best single target DPS for that build...but you'd need to get CI down to a recharge of 4.752. That's not an easy/cheap feat.
Is the CI - FBlast - JL - Fblast chain higher DPS than the CI - CB - Fblast - JL?
According to your recharge number, having Fblast replace CB requires less recharge in CI, and this looks like it should be a good bit higher DPS.
So, if you don't mind, what are the actual DPS numbers for the two chains?
Mushy brain going to bed now. :-P -
He's likely taking advantage of the +recovery from the Numina's being enhancable in PP, whereas it is not in Health.
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Quote:First, since noone addressed it, most high-end /Shield builds pack enough recharge to double-stack Active Defense, and usually slot two Membrane Exposures to get their DDR high enough to not need Grant Cover.13% DDR is virtually nothing when theres 72% still there...
Also Grant Cover from SD adds 13% DDR and alot of people dont take that power.
/SR's Passives are actually pretty awesome for what they do. Are they skippable? Yes. Is it optimal to do so? No. The DDR is the primary reason, and Bill Z explained why in a nicely humorous, and yet perfectly accurate example. Cascading Defense failure makes for a bad day.
The scaling resists are good. If you're going for a solid AV soloing build, then they really help when an AV smacks you twice in a row. If your HP total is high, you can easily survive a one-two from an AV and have time to click that green, or fire off Aid Self. I found the scaling resists particularly valuable as I leveled my FM/SR, allowing me to survive strings of attacks that would have killed all but an /Invul scrapper at lower levels.
I highly reccommend you take them. However, if you want to experience the difference, try it without and respec if needed, or copy over to the test server and try it out.
Best of luck! -
Quote:Known bug, you can fix this by:the only thing is for some reason phalanx fighting is not adding its 3.75% defense to ranged so ranged looks like it is not softcapped. but if u click PF off and then back on u will see it not adding to it.
Options -Advanced - Database Editor - Main Database Editor - Scrapper Defense - Shield Defense - double-click on Phalanx Fighting - Effects - double-click on 3.75% Defense(Ranged) - set the Affects drop down to "None" - then click Ok, Ok, Save and Close. -
Quote:This is what I'm going for, plus a Force Feedback proc in T-strike. Also, if you can afford to sink a hefty chuck of influence into the build, it can yield some good ST damage as well.This...My Elec/SD brute is a killer. I don't even have him slotted good yet and he is my best killer. Shield charge + Fireball and then next group lightning rod +Fireball should kill really fast. Also I think SC and LR have a higher max targets then any of Spines attacks (SC and LR don't say Max targets)
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Quote:Santorican, for your build, you can drop the extra slot from Super Jump and throw it into Combat Jumping to get the AoE Def bonus and you'll be over softcap on all positions.This is as close to I could get you without making drastic changes. You're off by .6% in AoE and that bothers me lol
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As others have said, you can stick Ragnarok in Fireball. I tweaked the build some and got Hecatomb into Chain Induction and Apocolypse into Fireblast. I took slots from Char as Fireblast is an excelent ST attack and helps with ST DPS, and Char isn't nearly as useful imho. YMMV on this point of course and you could stick the Apocalypse in Char instead.
Melee and AoE Def are capped, and Ranged sits at 44.9%.
With this you have +30% more Accuracy, +23.7% universal recharge, 5% better recovery, and 0.2 less end/sec, though it does have 19 less HP, 2% less regen, and 0.3% less S/L resists. All in all not a bad trade off.
Hope this helps. :-)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(19)
Level 4: True Grit -- Mrcl-Heal(A), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx(11), S'fstPrt-ResDam/Def+(40)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Build%(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(21), Numna-Heal(23), Mrcl-Rcvry+(40)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(27), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-Acc/Rchg(42)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Kick -- Acc-I(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 41: Char -- RechRdx-I(A)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Quote:I like the added recharge for the AOEs even if I don't need it for the ST chain. I'll have to see how it plays both with and without Hasten and may end up doing as you suggest and dumping it.To Gaiden, my first thought on the build...you don't even need Hasten.
Quote:CB - JL - CI - FB = 156 DPS with 1 target in range and doesnt need hasten).
Personally, I suggest the CB - JL - CI - FB -> Repeat.
It allows you to ditch the use of Hasten.
In relation to that, does having the three heal procs give me better HP/sec than if I took those three slots out of the attacks and put them in either Health and/or True Grit?
Thanks for the info Brand X, I appriciate it! -
I came up with this build, which is quite expensive, but has a lot going for it. Features include all positions softcapped, Chance for Heal Self in CB, JL, and FBlast, Chance for +Recharge in T-Strike, which, if it fires, gives you LR and SC in 19.9 seconds, and 162.5 global recharge(not including +recharge proc) for the best ST chain.
The regen is low at only 206% and the HP is at 1917, as I couldn't find any spare slots for True Grit or the Regen Tissue unique. Resists are low as I didn't take Tough, but with soft-capped defenses and the multiple heal procs I'm hoping this won't matter so much.
Let me know what you think, and if anyone wants to see what kind of DPS we're looking at with this build, I'd appriciate it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cado Angelus: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5), CSndmn-Heal%(7)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(11), GA-3defTpProc(36)
Level 2: Jacobs Ladder -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Rchg(15), Oblit-Dmg(15), CSndmn-Heal%(17)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(19), LkGmblr-Rchg+(19)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Dam%(11), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), FrcFbk-Rechg%(29)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 16: Hurdle -- Jump-I(A)
Level 18: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(36)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), EndMod-I(37)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46), Entrpc-Heal%(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: True Grit -- Heal-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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What DPS does that come out to?
I'm curious if throwing in Fireblast can up the DPS significantly. I was spoiled by my DM/Regen's ST damage, and was fairly satisfied with my FM/SR's damage with Incin>GFS>Cremate, so I am hoping that between AOO and high recharge with the ability to take Fireblast I can make my Ele/Shield seem less lacking in the ST department.
Also, just wanted to say I appriciate you number crunchers. -
I relation to this question, which chain would be the highest DPS, and how high is it? I was thinking of taking Fireblast on my Elec/Shield and was wondering what might be the best ST damage possible with or without Fireblast.
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Dark Armor would give you 13% in damage bonuses, plus it has a damage aura.
Death Shroud - 3x Oblits - 3%
Dark Regen - 5x Theft of Essence - 3%
Cloak of Darkness - 4x Red Fortune - 2%
Cloak of Fear - 5x Dark Watcher's Despair - 2%
Soul Transfer - 3x Obliteration - 3%
/SR can get 12.5%, no damage aura, but it does have Quickness to boost dps.
Pick 5 /SR Def powers - 4x Red Fortune - 2% each
Elude - 5x Performance Shifter - 2.5% -
Quote:Spines is excellent for AoE, but the lowest for ST damage. If you're planning on soloing everything, then I don't reccommend Spines/.My two or less cents.
It was my understanding that the best dps was spines. I've never played one due to thematic reasons though.
I can tell you a don't. I'm finding MA/Inv difficult to get above the early 40s. She is mostly a team member though. I have a Claw/WP which can solo and is very fun.
If you're looking for a good ST set that can throw out some AoE to grind down minions then I'd reccommend Fire/. It has good ST dps, a very solid AoE in Fire Sword Circle, it's damage type is less resisted than any of the lethal/smashing sets, and setting things on fire is always fun. This is not to say that the other scrapper sets can't solo - they all can, it's just a matter of ease. Fire/ has always seemed to me to be a good compromise between DM/ and Spines/.
I don't PVP, so I'd go with everyone else's comments regarding that. I have noticed that the boards generally point people towards /Regen though for the resaons others have stated.
edit: fixed quote. -
Quote:This is true. Dropping the Mako set bonus, you're at 45.3% ranged def.I have a softcapped DM/SD build, and comparing the two, I think you may have gone somewhat overboard on ranged defense. There appears to be a bug with Mid's currently that causes Phalanx Fighting to not display it's ranged defense buff.
There is a fix for the Phalanx Fighting bug:
Options - Advanced - Database Editor - Main database editor - Scrapper Defense - Shield Defense - double click "Phalanx Fighting" - Effects tab - double click "3.75% Defense(Ranged)" - in the drop down to the left, set "Affects:" to NONE. click OK - OK - Save and Close.
Happy Buildin' and killin'!