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Posts
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Joined
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Quote:I just wanted to point out I did not say Invul sucks, just that it's main advantages can be given to WP in the form of IO's with the exception of the 10ish% resistances.I could poke holes in your theorycraft (your numbers are off) or point out I've had actual experience in high performance scenarios with both powersets (and the "proof" is out there in screenshots and videos), but frankly this kind of question comes up every few weeks if not days from different posters and I'm past the point where I care to post a detailed reply about it anymore.
Plus, it's cool to let people believe Invul sucks, it feels more special to play one. -
Quote:That might be true, but..."X has more Y but it doesn't matter because I can get Y on Z with IOs, and Z has other things, therefore Z is better."
I see this argument a lot and always disagree with it. You'll make sacrifices to get Y on Z to the point where it is on X, meanwhile X could get more of something else with IOs. Every IO set bonus you get is also another IO set bonus you don't get.
A 10% difference in Resistance doesn't make a large difference at all, so you don't really need to slot to improve it on Willpower over Invul (and IO slotting for resist increases is fairly futile as a general rule compared to defense anyway).
Unless you have Instant Healing on, Regen gets a base regeneration of 325% and Willpower has a base of 300%. However, a 25% difference in regeneration amounts to a whole 4 HP/second. Instant Healing is not always up, but RTtC is always up and with only two mobs around you equals Regens regeneration, and with more exceeds it.
The 40% Heal and HP Boost in invuln is nice, but is also not always there. High Pain Tolerance provides a permanent passive 20% increase to health. It may not have the heal of Dull Pain but the regen will heal more over time than Dull Pain did immediately.
SR offers easily capped positional defenses. Positional defenses are easier to soft-cap than typed, and SR gets higher numbers to work with. However, this is where you toss in the mentioned IO's. Soft-capping SR is nice but a couple hits and you drop like a rock. Getting all typed defenses to 35-40% is not hard on a WP scrapper, and once you do that, you still get hit rarely enough that your regen can overcome the damage without difficulty, especially once your sitting at 750% with only one mob around you, let alone if you have more.
Regen provides a stamina recovery power, well...so does Willpower.
The only set that seems to provide anything that WP does not get, and cannot easily replace, is SR with it's recharge buff. Hasten can replace that, but perma-hasten is insanely expensive and not really worth it unless your build is setup around it.
So prove me wrong. Seriously, do it. I want a reason to play something other than Willpower, I really do, but I can't justify playing a weaker set just for the sake of doing something different. If I didn't really enjoy WP it would be a whole different story, but I tend to find the lack of graphics in WP, combined with it's (to me at least) insane power to make it the best defensive set to play next to Shields. -
I sent and took a look at invuln as suggested. It actually made me realize something. This might be me not seeing a bigger picture but...I'm not sure any of them is worth taking over /WP.
Regen offers, well, a lot of regen, you can get that in WP just fine.
SR offers high defense and a recharge boost. Well, a few IO's and hasten and you have that in WP also...
Invuln offers resists and a heal. Well, the resists aren't that different (only 10%) from WP for the most part, and the heal is largely un-needed compared to all the regen from WP, and it's first power grants 20% more hp (half of dull-pain and already perma). Not to mention the defens bonus for invincibility is also negated by soft-capping through IO's
Somebody please tell me I'm missing something. WP seems to get great defense, good resist, great regen, and no drawbacks?
Please note this is not a troll or nerf post. I would love to play something other than WP for my spines toon (WP is the only defensive set I tend to play, period, outside of shields if I want a large damage boost) but what do those sets bring that can't be made up for with WP? Once you factor IO's into the situation it seems like WP beats everything other than shields, depending if you want pure damage or pure survivability. -
Yea, I'm back again, still exploring the many options that are scrappers now that I'm finally give them a good play around. Don't really have a planned build this time though, I just know I want to try spines and have no idea what works well with it. I do know I want it to be a low-graphics set for concept though. I figure that leaves SR, WP, Inv, and Regen. Buuuuuut which to use, which to use...
Did a quick search of the forum and there's lots of ideas that use any of those. So figured I would take the easy way out and make a post since reading them didn't really help me make up my mind. -
I actually did notice the accidental stam setup for Chain Induction a little while ago, I just forgot to update my build. I had simply taken dark melee and then switched mids to elec and Chain Induction happened to fall on the same level as the AoE stam drainer, I just failed to notice it. This is a more up to date build for my current idea.
Only thing I'm noticing is, that without the IO's, /Shields is...sorta...bad lol. Not unplayable but it's numbers are very lacking with only SO's when compared to other sets with only SO's. /Shields seems to have been designed around the idea that we would IO it out so it could be lousy until those IO's.
Also, Dark/ may not synergize well in theory if all my defenses are soft-capped, but once things start debuffing my defense is where Dark/ comes into it's own.
[edit] Wow, two people posted while I was posting...oops?
Fire/Shield was one I had considered somewhat actually. The numbers didn't seem to add up as well as with Elec though, and if I want to do AoE I figure go all our or not honestly. That, and I somewhat prefer Fire Melee on tanks. The scrapper version feels gutted to me without combustion.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-EndRdx/Rchg(19), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(23), S'dpty-EndRdx(23)
Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(46)
Level 26: Boxing -- Empty(A)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Grant Cover -- EndRdx-I(A)
Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(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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Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 9.56% Defense(Fire)
- 9.56% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 18% Defense(Ranged)
- 16.1% Defense(AoE)
- 25% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 15% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 6.6%
- 18% (0.3 End/sec) Recovery
- 14% (0.78 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.25% Resistance(Toxic)
- 15% RunSpeed
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Choosing between great AoE and more survivability is hard lol. I'm currently playing both the Elec/Shield and Dark/Shield trying to make up my mind. Dark is of course easier to level at low levels with the accuracy debuff, but I know the AoE will be great later. On the other hand, I'll have no way to drop their accuracy at all later so fighting large spawns might be dangerous. On the other hand I could just blow up the entire spawn in a couple seconds and not worry.
T_T I'm so bad -
Why must this be so hard to decide? Massive AoE of course sounds tasty, but so does massive single-target damage. The clincher I think is that while Massive single-target can take out a large spawn (albeit slower) a massive AoE setup has trouble taking down one hard target. Not always true though. And being able to take out spawns fast is nice, but so is being able to take out an AV fairly easily. Dark Melee is definately safer as far as making it harder for them to hurt me, but it might not matter so much if elec blows them all up.
T_T oy -
Yea, so far I'm fairly happy with how it's turning out. The only thing digging at me is the lack of shadow maul, and wanting more endurance recovery. Do I really NEED Shadow Maul?
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Alright, made a couple modifications. My recovery didn't plummet nearly as bad as I thought it would without PP, although I still wish I could fit that in also. Sacrifices bite I suppose. Still not seeing room for shadow maul, definately don't think I want to give up touch of fear for it, it's just to useful since almost nothing resists fear.
With Focused Accuracy running I only have a 1.81/s recovery rate, I would love to boost that up again over 2.0 since that would mean I could leave FA running pretty much continuously. Not sure I see a way to squeek any more recovery into the build though unless I find a slot to put into Stamina. Might not be a bad idea though. Maybe even two slots, redo the set as efficiency adaptor and then leave the End proc in it also.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def(39), LkGmblr-Def/EndRdx(46)
Level 6: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(23)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(13), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Grant Cover -- GftotA-Def/EndRdx(A), GftotA-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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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 18.6% Defense(Ranged)
- 18% Defense(AoE)
- 2.25% Max End
- 11.3% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 20% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 16.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 22% (0.37 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 6.25% Resistance(Negative)
- 20% RunSpeed
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/thread or not, I still need to figure out how to squeeze at least grant cover into that build >.> and maybe even shadow maul
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Well, I came up for a build for both shielders...some snags though.
The elec/shield one I'm pretty much fine with personally. The dark/shield one though...I would have liked to fit in Shadow Maul but I can live without if I have to. However, Grant Cover for the recharge debuff resistance and more defense debuff protection is something I really really want to squeeze in somewhere. But how...
Dark is kinda the one I'm leaning towards at this point, but the lack of grant cover really bugs me. And of course, shadow maul is missing. Not a requirement like I said, but shoving it in would be kinda nice.
Anyway, feel free to take a peek and let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23), RedFtn-EndRdx(23)
Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Chain Induction -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Boxing -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(46)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Grant Cover -- EndRdx-I(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(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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Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 21.1% Defense(Ranged)
- 14.9% Defense(AoE)
- 25% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 20% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 6.6%
- 18% (0.3 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 20% RunSpeed
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def(39), LkGmblr-Def/EndRdx(46)
Level 6: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(23)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mrcl-Heal(17), Mrcl-Heal/EndRdx/Rchg(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 13.6% Defense(Smashing)
- 13.6% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 18.6% Defense(Ranged)
- 18% Defense(AoE)
- 2.25% Max End
- 18% Enhancement(Accuracy)
- 11.3% Enhancement(RechargeTime)
- 25% FlySpeed
- 180.7 HP (13.5%) HitPoints
- 25% JumpHeight
- 25% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 16.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 20% (0.33 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 6.25% Resistance(Negative)
- 25% RunSpeed
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You and me both, and none of them actually get anywhere because of Altitis. Trying so hard to make one main solo char and stick to it but it's just so bloody hard!
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How to choose how to choose...I've been derailing my own thread about Willpower to discuss it so I figure I'll start a new post about it and hope the title doesn't bork on me this time.
My goal is fairly simple I think, all things considered (some people have insane goals...and meet them to. It's what I love about this game). I want to be able to solo a +8/+0 spawn. I'm fairly certain that any of these three builds could solo an AV so that doesn't really need to factor in (pretty much any soft-cap char with a way to stop regen or do enough dps can solo an AV afterall).
I made up a build for all three of the main sets. Spine/SR, Dark/Shield and Elec/Shield. All of them seem to be pretty decent as far as defenses. What I've seen so far...
Spine/SR: Softcaps all positions with no 3% defense IO's and no Weave, only needs maneuvers with a couple slots to do it. Fairly low damage, at least in comparison to the other two, but still good damage. I mean, it's a scrapper. Also has Elude which puts my defenses around...90%...yea...godmode when needed.
Dark/Shield: Softcapped all positions except range, but only off by less than 2%. Has small AoE capabilities with Shield Charge (although only once or so per battle) and insane survivability with all the accuracy penalties it would give to targets. So more than likely this would be the hardest to kill.
Elec/Shield: Only Softcapped Melee, but was only .9% short on AoE and 2.1% short on Ranged, so still impressive. The scary part is hooooly cow the AoE's. Thunder Strike, Lightning Rod, Shield Charge as guaranteed 360 degree AoE's that do a whole lotta damage when slotted up. On the other hand, two of those AoE's are not going to be used mid-battle for the most part since they have long recharges
It's a pretty hard choice. The Spines build would be nice because it would be pretty cheap to actually put together, although it wouldn't be nearly as devestating as the other two. On the other hand, it has god mode. Dark can more than likely keep me alive against a single target forever (If I wanted to go AV hunting for example) while Elec would basically rip a spawn to pieces, chew up those pieces, and then spit them back out again, but then has to wait for recharging on the two main attacks. Pretty bad against a single hard target though, or so it seems.
So to break it down as simply as possible I guess...
Spine/SR: Cheaper, easier to cap, lowest damage of all three but constant AoE
Dark/Shield: Hardest to kill of all three, great single-target chain
Elec/Shield: Best burst AoE of all three, poor single-target chain
Picking is hard. Leaning towards one of the two shield characters so far...
Any opinions on this one? -
I made up a build for all three of the main sets. Spine/SR, Dark/Shield and Elec/Shield. All of them seem to be pretty decent as far as defenses. What I've seen so far...
Spine/SR: Softcaps all positions with no 3% defense IO's and no Weave, only needs maneuvers with a couple slots to do it. Fairly low damage, at least in comparison to the other two, but still good damage. I mean, it's a scrapper. Also has Elude which puts my defenses around...90%...yea...godmode when needed.
Dark/Shield: Softcapped all positions except range, but only off by less than 2%. Has small AoE capabilities with Shield Charge (although only once or so per battle) and insane survivability with all the accuracy penalties it would give to targets. So more than likely this would be the hardest to kill.
Elec/Shield: Only Softcapped Melee, but was only .9% short on AoE and 2.1% short on Ranged, so still impressive. The scary part is hooooly cow the AoE's. Thunder Strike, Lightning Rod, Shield Charge as guaranteed 360 degree AoE's that do a whole lotta damage when slotted up. On the other hand, two of those AoE's are not going to be used mid-battle for the most part since they have long recharges
It's a pretty hard choice. The Spines build would be nice because it would be pretty cheap to actually put together, although it wouldn't be nearly as devestating as the other two. On the other hand, it has god mode. Dark can more than likely keep me alive against a single target forever (If I wanted to go AV hunting for example) while Elec would basically rip a spawn to pieces, chew up those pieces, and then spit them back out again, but then has to wait for recharging on the two main attacks. Pretty bad against a single hard target though, or so it seems.
So to break it down as simply as possible I guess...
Spine/SR: Cheaper, easier to cap, lowest damage of all three but constant AoE
Dark/Shield: Hardest to kill of all three, great single-target chain
Elec/Shield: Best burst AoE of all three, poor single-target chain
Picking is hard. Leaning towards one of the two shield characters so far... -
So I noticed. Hmm...off to make a new thread. Peek at it for me please?
Pretty please? Or just post here because the title thing borked on me >_< OY! lol...
[pasted from other thread]
After a long time posting in another thread about Willpower it has somewhat come to my attention that Willpower is my favorite set (on a tank) and that maybe I should try focusing on something a little different for my scrapper. Since I seem to have such a love of trying to softcap defenses I wanted to give Shields or SR a shot. So I created two builds for the fun of it and now need some help deciding which I should be messing around with. I do not want to do both, I'm getting so insanely tired of leveling from 1-20 testing new chars.
What I want is the ability to solo a +8/+0 spawn. Nothing more is needed beyond that, doesn't have to be super fast, doesn't have to be a cheap build (and won't be knowing me), I just want to be able to do it. If you tell me I can do it without all the sets I'm setting up thats an even bigger bonus. Anyway, I have it narrowed down...
Dark/Shields: Yea yea, the "uber" build. I personally dislike shields for the most part but I see a lot of advantages in it if I can make a concept I enjoy. The damage buffs are a huge boon, and gives the dark set a good AoE in shield charge.
Dark/SR: Basically the same thing as Dark/Shield but it lacks the damage and AoE...hmm...maybe not. But maybe?
Spines/SR: Gets good AoE, some nice dots, stacking slows, and the defenses to sit in the middle of mobs without getting squashed. Also does not need Weave of the defense IO's to soft-cap all positional defenses, huge bonus right there. But again, lacks the damage of Dark/Shields unless you think spines can make up for that? Not so sure honestly.
Elec/SR and Elec/Shield were considerations also, mostly for the same reason Spines is in there. Good AoE and a damage type not as commonly resisted.
Anyway, as of right now, a Dark/Shield and a Spines/SR are the two I'm leaning most heavily towards playing right now, although I'm always up for suggestions. -
Quote:I actually just posted another thread asking something similar to this. After going through Willpower so much I'm starting to lean a bit more towards /Shields or /Reflexes. Granted that doesn't mean I don't appreciate the massive amount of advice here, but that advice may have pushed me off a bit towards a possibly more appropriate powerset. The problem is picking between those two. Both can soft-cap relatively easily, both have some different advantages...Sorry Phoebe, I still dislike your build, but ultimately you have to be the one happy with it.
WP works on a layered approach: defense (mostly typed), resistance and regen. Your build pretty much ignores the second part. IMO that's a mistake. My build had both Mind over Body and Tough decently slotted. The resistance works to mitigate big spikes of damage and let's your regen work. Defense and regeneration are both awful in dealing with damage spikes, especially against foes who can both debuff defense and regeneration (e.g, Arachnos, Malta)
If you're into building up defense at the cost of everything else, why not just roll a SR scrapper? It would be cheaper (both to soft cap and get a decent regen rate) and due to scaling resists, you'd have what you're looking for. It wouldn't have WP-class regen, but I think it would be more effective than your build.
As for not taking build up. I reiterate that not taking it is a major mistake. You're throwing away a 100% damage boost (that's 100% buffing towards scrapper damage mods, not tanker mods) every 30 seconds or so. Maybe it's okay to bypass it for teaming type tanks, but for a damage class, while it's not required, it's self gimping.
Which do you think would play with the +8/+0 mob groups better? If both have soft-cap I would assume the shields for the damage. On the other hand SR has better defense debuff resistance and can hit the softcap just a little easier. But it offers no offense at all except the quickness ability. -
title thing borked on me...just delete me >.>
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Quote:As I said, personal opinion that not many agree with. I've never found a time when having build-up was the difference between winning and losing a fight, and generally pick out powers that are more useful to me in the long run. That's all.Yeah, you take a DPS class then state that one of the things that boost that DPS is a crutch ?? WTH? Your failing in it's use does not make it a crutch. Personally I have 2 "build up" type powers in my scrapper and blaster builds. I've never had a problem using them....
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The PvP +3% defense IO was pure icing on the cake, I doubt I will ever really see it, and I actually already have the LOtG IO's from random rolls or people selling for rediculously low prices on the AH (got one for 777,777 influence, best purchase I ever made).
I have pretty much no plans at all honestly for taking buildup. I know how useful it can be when you need it but even at times when I do need it I tend to forget I even have it. I personally don't think buildup is anything more than a crutch. If you need it to survive you've done something wrong with your build. Personal opinion of course, I'm sure most people disagree with that.
As far as being a very expensive build, believe me I know ~_^ that doesn't particularly bother me for the time being. Although with the ease of soft-capping typed defenses on a tank (or maybe even a Shield tank or scrapper over willpower >.>) I still tend to think making a scrapper as my main solo could have been a mistake. Then again, I kill things soooooooooo much faster >.> it's kinda nice. This is basically my first real attempt at a scrapper.
Anyway, I did some switching around. It isn't exactly what you prescribed of course, but I took what I saw I personally liked and tossed what I didn't, same as always. Feel free to take another look, I do like how this one is a little better than my previous.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ruby Twilight: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(17), GA-3defTpProc(23), Mrcl-Heal/EndRdx(50)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Numna-Heal(29), Mrcl-Heal/EndRdx(31), Numna-Heal/EndRdx(43), Mrcl-Heal(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Mind Over Body -- EndRdx-I(A)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Heal/Rchg(27)
Level 16: Rise to the Challenge -- Numna-Heal(A), DarkWD-ToHitDeb(39), DarkWD-ToHitDeb/EndRdx(40), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def(50)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Strength of Will -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 19.4% Defense(Smashing)
- 19.4% Defense(Lethal)
- 15.4% Defense(Fire)
- 15.4% Defense(Cold)
- 14.1% Defense(Energy)
- 14.1% Defense(Negative)
- 6% Defense(Psionic)
- 21.6% Defense(Melee)
- 18.5% Defense(Ranged)
- 20.1% Defense(AoE)
- 25% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 24% FlySpeed
- 230.9 HP (17.2%) HitPoints
- 24% JumpHeight
- 24% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 6.05%
- 9.5% (0.16 End/sec) Recovery
- 66% (3.69 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 1.88% Resistance(Energy)
- 29% RunSpeed
- 1% XPDebtProtection
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Thanks for all the advice so far. This is what I've come up with for the time being. By no means perfect I'm sure but still more survivable than most scrappers I've tried to create. I managed to get all my typed defenses outside of psionic to 30% or higher (just about 40% for fire, cold, negative and energy). I tried to move smashing/lethal even higher but finding ways to do it were pretty hard for some reason.
It's funny, I love the damage of the scrapper, but the lack of defense makes me miss my tank ~_^
[edit] My big worry so far (other than defenses not being high enough) is that my recovery is only 1.91/s. Might not be high enough to recover fast enough for 8-man spawns. Although I don't think Mids calculates the Performance Shifter end-mod chance.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ruby Twilight: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/Rchg(17)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(17), GA-3defTpProc(23), Mrcl-Heal/EndRdx(50)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Fast Healing -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(50), H'zdH-Heal/Rchg(50)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Mind Over Body -- EndRdx-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(27), Numna-Heal(27), Mrcl-Rcvry+(29), RgnTis-Regen+(43), Mrcl-Heal(46)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def(42)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 30: Super Jump -- Jump-I(A)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-Psi/Status(40)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Resurgence -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 18.5% Defense(Smashing)
- 18.5% Defense(Lethal)
- 16% Defense(Fire)
- 16% Defense(Cold)
- 15.7% Defense(Energy)
- 15.7% Defense(Negative)
- 6% Defense(Psionic)
- 19.8% Defense(Melee)
- 16.9% Defense(Ranged)
- 21.3% Defense(AoE)
- 1.8% Max End
- 32.5% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 24% FlySpeed
- 241 HP (18%) HitPoints
- 24% JumpHeight
- 24% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- 11% (0.18 End/sec) Recovery
- 62% (3.47 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 3% Resistance(Psionic)
- 29% RunSpeed
- 5.5% XPDebtProtection
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Quote:Instead of saying they suck, how about some more examples than "they crit also?" The playstyle of a brute is a lot closer to a scrapper than a stalker is. Even with the buffs a stalker cannot just hang around in a mob the same way a brute or scrapper could.What, you are just sneaky for the initial strike? You crit like scrappers do, but moar. WAYYYY more
Brutes suck. Stalkers rule
Crits are not what make a scrapper a scrapper, its being nearly as safe as a tank while doing massive amounts of damage. Stalkers don't even come close to that playstyle, even if they have the opportunity to do more damage in the right situations. The catch is that EVERY situation is the right situation for a scrapper or brute. -
I would also have to agree with brutes. They play pretty much exactly the same as scrapper. Run in, kill everything, laugh at their feeble attempts to kill you, and then charge head first into the next group.
Stalkers don't really have a comparable class outside of one of the VEATs. Sneaky is not the scrapper way. -
Please note I do not want your builds, I want to figure one out for myself (I like to have my builds critique'd but I prefer not to cookie-cutter off somebody elses build). However, as a normally full-time tank player, I need some slotting advice in general.
Getting soft-cap to everything on a Spines/WP scrapper doesn't really seem plausible. Is it better to aim for hp/regen/recovery and slot for defenses where possible? I can generally get at least my melee defense up to about 35-40%, but that leaves range/aoe at about 15%. I tried to slot for typed defense instead of positional and the sets give such small bonuses to it, and so spread out, that it seemed easier to just aim for the positional defenses even though I start with 0% (not counting weave and combat jump) to all of them.
I don't really have a final build to post yet, I'm still moving slots/IO's around all over the place. But some advice would certainly be a good place to start since I'm having a lot of trouble right now.
If this helps at all, my current goal for the character is to be able to fight in missions set to +8/+0.
I almost considered switching to invuln over willpower, but the big thing invuln seems to have over willpower is the boost to typed defenses. My willpower can hit about 800% regen with only one enemy nearby (assuming my IO's focus on regen) so that seemed a better way to go at the time. -
Yea, I know it can be slotted for both, but it's regen is pretty pitiful (only 20%) and seems to get more by adding it into recovery instead of regen.
I suppose what it comes down to is, can a WP/Fire solo a +8/+0 mob :P That's really all I want to be able to do lol, don't need it higher than +0, don't need AV's, etc etc.
And, can it do that solo better than a Spines/WP scrapper. I wouldn't even bother to ask but I found some spines that aren't so ugly. -
Good to know Spines could work...
I suppose what it comes down to is, can a Spines/WP solo a +8/+0 mob :P That's really all I want to be able to do lol, don't need it higher than +0, don't need AV's, etc etc.
And, can it do that solo better than a WP/Fire tank.