Phosphorescency

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  1. My thoughts, based on my melee bane, though he's not up to 50 yet.

    I think you should mention the reason why so many people do take Wolf Armor. Bane Spider Armor Upgrade is a status protection of 4. Which protects against, basically, any one mez. The second holds/disorients you. Wolf Armor bumps you to 6, and means you're protected against two mezzes stacked. Typically melee char. mez protection at 50 is a bit over 10, protection against 3 mezzes. Solo, or at soft cap, you may only need BSAU, (since hardly any mezzes will hit you at the soft cap!) but on teams of any size, prior to soft cap, and especially things that mez with melee attacks (Tsoo, for example) both are really really nice.

    I believe that putting the -resistance proc in Surveillance means that it is no longer an aggro-free debuff, isn't it?

    Banes have a bit of a bad reputation right now, if I was doing a Bane guide I'd put in my 2 cents on why it's undeserved.

    I personally don't think that CT:O eliminates the need for accuracy enhancements, since 3-slotted CT:O gives you slightly less total ToHit in a power than slotting a single accuracy. It does eliminate the problem that the Touch Of Death set has-- relatively low accuracy. Still most of the recommended slotting says no accuracy and soloing relentless with just CT:O would be challenging, you'd have a 67% chance of hitting a +2 minion. I like better than that.

    Any thoughts on the Arachnos Soldier powers like Venom Grenade?

    Mental training's resistance to slow is one of the best things going. Swat Equalizers, Tsoo Blue Ink men and the like frustrate my ss/fire brute to no end. Barely notice them with Mental Training running.

    Most people slot some end reduction in their toggles, especially Maneuvers, any reason why you chose not to?

    Looks like Shatter no longer mentions being anything but single target.

    I've found a lot of people don't know what "soft cap" on defense means, might be worth a paragraph explaining it, and when you might want more than the soft cap. Do Banes get any resistance at all to defense debuffs?
  2. [ QUOTE ]
    Since Issue 12 added Super Reflexes to Brutes, does your advice from your Scrapper Slotting Basics guide apply here? I've tried it with my SS/SR brute up to the low 30's and have liked the slotting so far. Are there any Brute-specific tweaks?

    [ QUOTE ]
    Super Reflexes:
    Focused Fighting: 1 endred, 3 def
    Focused Senses: 1 endred, 3 def
    Agile: 3 def
    Practiced Brawler: 2 rchg
    Dodge: 3 def
    Quickness: 1 run (additional run/fly optional)
    Lucky: 3 def
    Evasion: 1 endred, 3 def
    Elude: 3 rchg, (3 def optional)

    [/ QUOTE ]

    [/ QUOTE ]

    The only significant change I've seen in /SR slotting between brutes and scrappers is in how Practiced Brawler is slotted, because of when Quickness is available.

    2 SO recharges in Practiced Brawler without Quickness, means that PB lasts for 120 seconds and recharges in 120 seconds. If you have an attack or two queued up at that 120 second mark, or you get hit with any kind of slow, you lose your mez protection.

    I'd recommend 3 slots in Practiced Brawler on a brute until you have Quickness, level 40 IOs, or good +recharge buffs. Even then, be careful how you slot it if you plan to exemp much, or run the Cap SF at level 20.
  3. What is the range on Heat Loss? How close do I, and my team, have to be to receive the buff?

    Excellent information, I didn't know that Heat Loss was auto-hit on its primary target, for example. I might change my slotting to slightly less accuracy and slightly more recharge based on that.
  4. So far so good on this build for me! Thanks for the time putting together the guide!

    It is a bit of a slow starter since so many of the arrows in /TA are only fair by themselves, but stacked together they work very well. At level 38 right now, and so far I've taken everything in Trick Arrow.

    Not sure if I'll keep EMP Arrow or not. It is such a great hold, but I haven't really had any aggro management issues (very little debt so far). May keep is as a panic button, or take Stamina just for the QoL, or take Tactics, mostly to use against Night Widows and Succubus as I don't have accuracy issues. Any thoughts on that?

    My defense for my bots is great... with the protector bots slotted for 2 defense, they give 22% defense to the rest of the bots, plus 4% from Maneuvers and 5% from the Edict of the Master IO. 31% defense and if I fire Flash Arrow first that's the equivalent of 6% more defense, dropping most critters to 13% ToHit. So my bots are hard to kill, and Acid/Disruption have the main target debuffed by 30% -res, so they drop fast.

    Any keybinds/macros you have found especially useful? I have a few simple macros, one to put everything in bodyguard mode, one for passive, one to put the assault bot only in aggressive, one for the battle drones only in aggressive, one to tell them all to go to a spot.

    It's a good build for solo, and a great team build from what I'm seeing. Solos pretty easily on Ruthless, which is my preference for xp/hour and drops/hour.
  5. My archery/FF is 45, definitely works to bubble people up and then spend a few minutes knocking things around and dropping arrows!

    I'm not currently playing quite that expensive a build, but the concept is similar, high ranged defense for me so I'm a little more survivable with the rest of the team running around at 44%. Have to be a little tough, since to keep people up that high I need to be near the action given Dispersion Bubble's moderate radius.

    Repulsion Bomb is worth considering over Explosive Arrow. Slightly more damage, smashing damage, knockdown instead of knockback, and a chance to stun. Down side is longer animation, you put away the bow, and the recharge is longer. The stun is a bonus, not something to rely on.

    I rarely use PFF in missions as a safety measure. I've used it more often to "tank" and to "stealth" through missions.

    Force Bolt is surprisingly good damage mitigation. Knockback virtually anything before it closes to melee which is very useful for a heavy ranged defense build. You can keep things knocked down almost permanently, too.
  6. qr---
    Why does everything say "except psionic"? Force fields offer defense to all positional types, and most psionic attacks except some in Mind Control are positional. Same for cold. Sonic is the only one with a huge psionic hole.

    Force Fields offer the best protection out of the various options. This really shouldn't be a surprise since that's largely all FF does... heavy duty defense and knockback. In many hands it's a one-trick pony. But a REALLY good trick.

    Given all of cold's and sonic's buffs and debuffs FF really HAS to offer better protection.
  7. [ QUOTE ]

    [u]Ignite[u]
    Sprays a targeted location with accelerant from your flamethrower, igniting the location. Any foes that pass through the flames will be burned. Great for blocking doorways and small passages.
    Level: 26
    Accuracy: 2


    [/ QUOTE ]

    Small note here. Ignite does not have the accuracy that you have listed here. Not really. The summoning of the Ignite pseudo-pet has an accuracy of 2, and never misses. Selecting Ignite summons "pets_flamethrower"
    http://coh.redtomax.com/data/powers/....Flame_Thrower
    And the pet has standard accuracy. If you don't slot Ignite for accuracy, you'll be missing out on a lot of potential damage. You'll never get "missed" messages regardless since you never get those from pseudo-pets, but you won't get as many orange numbers as you could have with accuracy slotted.
  8. [ QUOTE ]

    IS this thing still valid? Continuing DM/SR Scrappers want to know.

    [/ QUOTE ]

    The build? Absolutely still valid. Has gotten even better with IOs. The guide? A bit dated. I wrote something more current, it's not listed on the guides section at this point.
  9. [ QUOTE ]
    We feel that the group size requirements are certainly not onerous

    [/ QUOTE ]

    Just my 2 inf; I think I understand after reading through 30 pages of this thing what you were trying to accomplish. I think there is an issue that needs addressing here.

    But this isn't the right fix.

    I had hoped to eventually run the Shard TFs, but with this in place their already ludicrous requirements become pure insanity. Nobody will run these outside of groups of friends, or tight-knit SGs that are essentially friends.

    Heroes have 16 task forces available, and two of those plus a Trial can be completed fairly quickly. Villains have 6, with 2 of those late game and one really hard to start. One of the villain side SF/Trials can be done easily, so "obviously" this needs a fix. A fix that makes several other TFs essentially unplayable.

    Devs please try harder. This is not the right fix for this problem. Rollback please.
  10. [ QUOTE ]
    The only way this power can actually deal any real damage is if you toss down Caltrops (or stun/hold/whatever the target) in the burning area to keep your enemies in that spot. It is fire damage, so again it’s more unresisted, but I’d pass up the power in favor of something that’s a bit more reliable, if you will. As the description says, it’s great for blocking doorways and small passages, and that really is about it

    [/ QUOTE ]

    I like 98% of the guide but I think Ignite deserves a bit more love.

    I use Ignite for a LOT more than just blocking doorways! Ignite does simply ludicrous levels of damage for anything you can immobilize... and since /Dev is forced to take an excellent immobilization power in Web Grenade you're good to go.

    Ignite does base 278 damage to anything immobilized. Meaning Web Grenade + Ignite does 3 times the damage that Slug does and Ignite recharges every three seconds! It's damage over time, but it's excellent damage and fire damage.

    Ignite is a huge, huge source of single target damage against anything that doesn't run (AVs, for example, and Rikti Drones) and anything you can immobilize. It's a great power to bind to a mouse key to use more easily.
  11. The Slow and Avoid aspects of Hot Feet are autohit. The damage is not, so accuracy slotting is recommended.
  12. [ QUOTE ]
    the passive def powers in super reflexes such as agile, dodge, and lucky are 5.64% for either only melee, range, or aoe. combat jumping is 1.88% but for all 3, so if you add it up for the defense it provides in melee, range, and aoe, it is 1.88+1.88+1.88 = 5.64% which is the same for the passives. so if you 3 slot the passive defense, should u not as well 3 slot CJ since its adds up to be the same percentage as the passives?? or do you not 3 slot the passives??

    [/ QUOTE ]

    I just don't see enough incremental return on the 2nd and 3d slot in CJ to be worth it, unless I needed that 0.7% defense somewhere to get up to 45%. Then I could easily see adding a 2nd slot to CJ, but not a third, since 2 def IOs so close to as good as 3 SOs as to be equivalent (0.1% less defense)

    If I had unlimited slots, then sure I'd love to 3-slot combat jumping. But I don't and in every case I can find some better use for those additional slots. As to the passives, I don't 3-slot them either at this point, 2 slots is so nearly as good as 3 and it frees those slots up for other purposes.

    Agile is, for example, 6.75% ranged defense with the base slot. 7.88% defense with the 2nd slot. CJ is 2.25% defense with the base slot, 2.63% with the 2nd slot. Adding a slot to CJ has given me 0.38 defense in all 3 types, total of 1.14 defense. Adding a slot to Agile has given me 1.13 ranged defense, so it's about a wash as to which is "better", depends on whether you need more ranged defense or more overall.

    But in today's world 6 slotting a toggle with Red Fortune instead of 4-slotting it as pre-I10 would have it gives me 2.5% Ranged defense, plus a bonus of 5% enhancement to recharge time. Each slot has gotten me 1.25% ranged defense and the bonus of the recharge enhancement. I know where I'd rather spend my slotting.
  13. Taking combat jumping yes, it's a very good thing. It works well with any SS or SJ, since I wouldn't expect you running SJ in battle due to the unnecessary endurance cost.

    Slotting CJ for defense I don't recommend. With an SO in the base slot you get 2.25% defense (with a level 50 IO, 2.35%). Nothing you can do with 3 slots gets you to even 3% defense (defense enhancements aren't on the same schedule as most), so for the cost of 2 slots you've purchased between 0.65 and 0.75% defense. Not worth the expense in my opinion.
  14. My DM/SR hit 50 recently after a Lady Grey task force. It was a fun ride, all the way to level 50 with only one debt badge (picked that up during a bad PUG doing Numina....) and no power leveling. Why would I power level if I'm having fun?

    I wanted to present an alternate build. This build gives up some defense for pure offense. This is the "Buzz Saw" build that I discussed above, or at least close to it. It sacrifices a little defense for insane single target damage.

    Defense is 45.7% for melee, 44.6% for ranged, 41.6% for AoE.

    Hasten is nearly permanent (120 seconds up, 8 seconds down) and Soul Drain is nearly permanent, 30 seconds up, 4 seconds down. This allows an attack chain of Shadow Punch - Smite - Shadow Punch - Dark Blast, repeat. I don't know of anything hero-side that can match this single target damage, especially with Soul Drain running nearly full-time.

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Scrapbook Helen-BuzzSaw: Level 50 Technology Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg:33(A), T'Death-Dmg/EndRdx:33(3), T'Death-Dmg/Rchg:33(3), T'Death-Acc/Dmg/EndRdx:33(5), T'Death-Dmg/EndRdx/Rchg:33(17), T'Death-Dam%:33(31)
    Level 1: Focused Fighting -- LkGmblr-Def:35(A), LkGmblr-Def/EndRdx:35(7), LkGmblr-Rchg+:35(19), LkGmblr-Def/Rchg:35(25)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx:35(A), RedFtn-EndRdx/Rchg:35(9), RedFtn-Def/EndRdx/Rchg:40(25), RedFtn-Def/Rchg:35(34), RedFtn-Def:35(36), RedFtn-EndRdx:35(40)
    Level 4: Shadow Maul -- Sciroc-Acc/Dmg:45(A), Sciroc-Dmg/EndRdx:45(5), Sciroc-Dmg/Rchg:45(7), Sciroc-Acc/Rchg:40(11), Sciroc-Acc/Dmg/EndRdx:45(13), Sciroc-Dam%:40(31)
    Level 6: Touch of Fear -- Abys-Acc/Fear/Rchg:20(A), Abys-Fear/Rng:45(21), Abys-Acc/EndRdx:33(31), Abys-Acc/Rchg:25(39), Abys-EndRdx/Fear:35(39)
    Level 8: Siphon Life -- Acc-I:40(A), Dct'dW-Heal:40(9), Dct'dW-Heal/Rchg:30(15), Dct'dW-Heal/EndRdx:30(17), Dct'dW-Rchg:30(37), Dct'dW-Heal/EndRdx/Rchg:40(39)
    Level 10: Boxing -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg/EndRdx:35(13), C'ngImp-Acc/Dmg/Rchg:35(23), C'ngImp-Dmg/EndRdx:35(29)
    Level 12: Hurdle -- Jump-I:50(A), Jump-I:50(15)
    Level 14: Practiced Brawler -- RechRdx-I:45(A)
    Level 16: Dodge -- DefBuff-I:50(A), LkGmblr-Rchg+:40(19), DefBuff-I:50(40)
    Level 18: Dark Consumption -- Sciroc-Acc/Rchg:40(A), C'ngBlow-Acc/Rchg:40(36)
    Level 20: Health -- Heal-I:50(A)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
    Level 24: Quickness -- Run-I:50(A)
    Level 26: Soul Drain -- Acc-I:50(A), RechRdx-I:50(27), C'ngBlow-Acc/Rchg:35(27), RechRdx-I:50(29)
    Level 28: Lucky -- DefBuff-I:50(A), LkGmblr-Rchg+:50(43)
    Level 30: Agile -- LkGmblr-Rchg+:50(A)
    Level 32: Shadow Punch -- T'Death-Acc/Dmg:37(A), T'Death-Dmg/EndRdx:37(33), T'Death-Dmg/Rchg:37(33), T'Death-Acc/Dmg/EndRdx:37(33), T'Death-Dmg/EndRdx/Rchg:37(34), T'Death-Dam%:37(34)
    Level 35: Evasion -- RedFtn-Def:35(A), RedFtn-Def/EndRdx:35(36), RedFtn-Def/Rchg:35(37), RedFtn-EndRdx/Rchg:40(37), RedFtn-Def/EndRdx/Rchg:40(40), RedFtn-EndRdx:50(42)
    Level 38: Tough -- ImpArm-ResDam/EndRdx:40(A), S'fstPrt-ResDam/Def+:30(42), Aegis-ResDam/EndRdx:50(43), TtmC'tng-ResDam/EndRdx:50(45)
    Level 41: Weave -- RedFtn-Def/EndRdx:45(A), RedFtn-Def:40(42), RedFtn-EndRdx/Rchg:40(43), RedFtn-Def/Rchg:40(45), RedFtn-Def/EndRdx/Rchg:40(45), RedFtn-EndRdx:40(46)
    Level 44: Petrifying Gaze -- G'Wdw-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(46)
    Level 47: Dark Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  15. So Defender=Healer? That's good to know.
  16. Good point on the aerial runners. Those are a pain on a build that has no range, and limited vertical. If you did your build before IOs, I'd say it was probably the best way to go. /SR wasn't that great outside of Elude, so you wanted it up as often as possible. Inventions changed things a bit, IMO. /SR can be dramatically better now, even early.

    The only foes I've found that can really cut through 45% defense with any consistency are DE following a quartz drop, Nemesis with stacked Vengeance, and a very few foes like Anti-Matter's minions. The DE can cut through defense+Elude just as easily, in my experience, so I found that for 95% of PVE, 45% defense is as good for not getting hit as Elude. For the rest, I use the Luck inspirations that otherwise I have no use for.

    I ran with Elude for a while, and I have nothing bad to say about the power except the crash. But I have was having loads of trouble with Master Illusionists in Madeleine Casey's arc. If I wasn't running Elude, I had just problems with those things. After a respec, they were no longer very hard, at any point.

    Being in Elude is better than 45% defense. Not only are you resistant to 2-3 stacks of Nemesis Vengeance, you get great speed and end recovery. But without insane amounts of inf invested in recharge reduction, Elude is up 1/4 to 1/3 of the time. I haven't found, for PVE, the ability to resist the odd def debuff to be better than having defense at what is the soft cap 95% of the game.
  17. 10K, nice! You must have been one of the early purchasers. The way that the Steadfast Protection IO shows up at the auction house doesn't highlight what the thing does, at least not to me. I skipped right by it first time I was looking for it.

    Skipping Maul is certainly an option. I still consider it. I took out Shadow Punch on a respec and I miss it. I want it back, but I'm not sure what else to take out. Boxing is decent, but doesn't have the damage, or near the damage/activation of Shadow Punch. And the sound effect is so lame compared to SP.

    Once I have Tenebrous Tentacles for AoE I might put Shadow Punch back in, but I'll have to find another source of AoE defense since I can't 5-slot Tentacles. Edit-- maybe if I move something like Lucky to level 49 on a respec, and move slots around, and watch what I Flashback to before level 35, hmmmm

    Incidentally, I'm modifying my slotting for Siphon Life. I'm switching out to one accuracy IO, and 5 slots of Miracle (all but the +recovery).

    I was hesitant to do this early since I really don't want that power to miss, even if my accuracy has been debuffed, but a level 50 IO combined with 41% set bonuses gives me 137.6% accuracy, which should be enough against anything I should be fighting.

    The effect of this is to give me 45.5% melee defense, 45.1% ranged defense, and 44% AoE defense, full-time. Purples are only needed against things with def debuffs or tohit buffs.
  18. Well, just to add a link here to my guide. The last guide to DM/SR is for issue 3, and fairly brief at that. My guide is....not brief.
  19. DM/SR, the untouchable executioner

    If you want to solo quickly and easily on invincible, rarely even close to death and even more rarely experiencing debt, Dark Melee/Super Reflexes may be for you. Dark Melee turns Super Reflexes from a good secondary into a great one, even early in the build.

    Every attack in DM reduces the accuracy of the critter it hits, which stacks nicely with the defense in SR, especially before the point in the build when you get your defense up to the “soft cap” at 45%. Super Reflexes also has the challenge of being the only scrapper secondary with no self heal. Dark Melee has a reasonable heal in Siphon Life, which may not heal for a lot, but you won’t need a lot of healing!

    Once you have all your defenses in place, very few enemies can touch you. Only a few things with enhanced ToHit can hit you often enough to hurt you more than you can heal yourself, and most of the enemies that others fear the most (sappers, psionic damage) are fairly easy kills for you. Most of your damage is negative damage, which is rarely resisted compared to smashing and lethal, so armored enemies that most scrappers struggle with will go down easily to Midnight Grasp.

    But there is a price for your greatness. DM/SR is as tight as any build in the game. Any /SR build is tight, since you really want all nine options in the secondary. DM only makes is even tighter, since you may want to have eight of the nine powers from your primary. Add those seventeen to the fitness pool, and that’s every power you get until level 38. So it’s not a build for you if you want flexibility

    It’s also not the build for you if you want AoE damage. You have as little area damage as any scrapper in the game, with only one attack capable of hitting multiple targets. Your single target damage, though, is excellent. You don’t have high burst damage, but you will steadily melt away the enemies with high damage per second attacks.

    The build being as tight as it is, you will have to make a compromise if you want to make it work. With the powers in DM and SR and fitness using all the powers you get until 38, there isn’t any room for frills in the build. There are three ways to make the build work:

    1) No travel power. You have Quickness to enhance run speed, and 3-slotting quickness, swift, and sprint gets you to a reasonable speed, as much as 70 feet per second. With base superspeed at 119 fps and flight starting at 59 fps, that’s not too bad. But that’s 6 slots invested to try to patch your travel liability. Hurdle is surprisingly fast: 3-slotted Hurdle is 72 fps, with enough jump height for most situations. Getting the 2 temp travel powers and using them for just a few seconds at a time in the other situations can make them last until 50 and beyond. Hurdle is faster than sprint + swift + quickness, at a cost of fewer slots, and with some vertical movement. Seems like an easy choice to me between the two.
    2) No stamina. This works for most situations, especially if you slot inventions for a good amount of +recovery and slot up Dark Consumption heavily. Basically you’re refilling your endurance every 85 seconds. Carry some blue inspirations for protracted fights against a single target, though.
    3) Push out powers you want until past 38. You can replace one of your 3 core attacks, like Shadow Punch, with Air Superiority, and take Fly instead of Dark Consumption with DC pushed out until 41. If you have Stamina you won’t need DC badly until you start fighting Malta and Carnies, though you’ll miss it if you have an Elude crash in battle!

    My solution was to forego a travel power. Slotted Hurdle gets me to the mission in plenty of time, faster than many given a good supergroup with all the teleporter pads. And it allows me to get all the powers I want; I’m still able to take the Fighting pool and cap out my defense—and I have enough endurance to run the Fighting Pool!.


    The Powers

    Dark Melee: Dark Melee is definitely different from the other scrapper primaries. It has fewer attacks, and more “utility” powers, and its attacks do primarily negative damage making it the only scrapper primary that isn’t composed mostly of the heavily resisted smashing and lethal damage types. Your attack chain will be fairly small for a long time, as you only get three pure damage powers until level 32, but your build up, self heal, and even endurance recovery power also do some modest damage.

    Shadow Punch
    Available at level 1
    52.6 total damage, 21.3 smashing and 31.3 negative
    End Cost: 4.37
    Recharge: 3 seconds
    Cast Time: 0.57 seconds
    ToHit Debuff: -5.63% for 6 seconds
    Shadow Punch is your lightest damage attack, and often skipped, or removed later in the build in a respec. I find it underrated, though, because it does reasonable damage, and it has a very low recharge and cast time. The damage per activation time is ridiculous if you are working on a high single-target Damage Per Second attack chain. For a DPS build, this is a core power. For any build, it fits nicely into any gap in the attack chain you might have.
    SO slotting: 1-2 acc, 3 damage

    Smite
    Available at level 1
    82.6 total damage, 20 smashing and 62.6 negative
    End cost: 6.86
    Recharge: 6 seconds
    Cast Time: 0.97 seconds
    ToHit Debuff: -5.63% for 10 seconds
    I have seen DM builds that skip every other power for one reason or another. But I have yet to see a build that skips Smite. Smite is just amazing for a power available at level 1. The damage is great, the recharge time is more than reasonable, and the cast time is lightning fast. What’s not to like? Take it by level 2 at the latest; it will be a backbone of your attack chain throughout the game.
    SO slotting: 1-2 acc, 3 damage, 0-1 recharge reduction

    Shadow Maul
    Available at level 2
    135.1 total damage, 67.6 smashing, 67.6 negative
    End cost: 8.53
    Recharge: 8 seconds
    Cast Time: 3.07 seconds
    ToHit Debuff: 0.563% for 10 seconds
    This is probably the most controversial attack in Dark Melee. It has some very good points--damage that nobody else gets until level 26 at the earliest; it’s a cone attack that can, with practice, consistently hit 2 targets (and occasionally get 3-5, especially underling-class critters) and it has low end cost and recharge time for such a power. But oh, that 3.07 second cast time. Three seconds of animation, and it feels even longer than that when you miss. 1 ½ times the damage of Smite, but 3 times the animation time! Dark Melee has an undeserved reputation for being low accuracy, largely due to how much you notice when this thing misses. Being rooted for 3 seconds gently cooling the target with your whiffs is frustrating. It’s still a good attack, and your one and only source of AoE damage. The cast time makes it only a good power when you hit a single target, but learn the cone...almost a line…and it’s a great power when it hits multiple targets, something you can do with regularity.
    SO slotting: 2 acc, 3 damage, 0-1 recharge reduction

    Touch of Fear
    Available at level 6
    0 damage
    End cost: 8.53
    Recharge: 8 seconds
    Cast time: 1.17 seconds
    ToHit Debuff: -11.25% for 20 seconds
    Fear: Magnitude 3 Terrorized for 22.35 seconds
    Sometimes called “Touch of I Win”, this is the only pure damage mitigation power you get but it’s a good one. Even with just a single accuracy in the base slot it’s highly effective, since it has excellent base accuracy and duration. One touch and minions and lieutenants are effectively out of the fight, cowering most of the time and only attacking once every 5 seconds. And when they DO attack, it’s with an enormous ToHit Debuff that makes it unlikely that their attack will touch an /SR scrapper. It’s so tasty that it’s easy to overuse it early in the game, and the end cost is a bit high to be spamming it.
    SO slotting: 1 acc, 1 end reduction

    Siphon Life
    Available at level 8
    62.6 total damage, all negative
    End cost: 12
    Recharge: 15 seconds
    Cast time: 1.93 seconds
    ToHit Debuff: 0.563% for 10 seconds
    This is one of the key reasons to pair Dark Melee with Super Reflexes, a heal for those times when the critters get lucky and hit you. But the power will frustrate you until you get it slotted properly… the heal is only 10% unslotted, and the end cost is high enough that at time pre-Stamina you have to balance having a bit more green against losing a lot of blue. Even slotted, this is not a power that will save your life. If you’re in the red, it will only help so much. But used as a regular part of your attack chain whenever you are down a bit it will keep your green bar topped off. It also does a bit of damage, which is certainly a bonus, and it’s a terribly cool way to finish an opponent, sucking away the last of his life to add to your health.
    SO slotting: 1-2 acc, 2-3 heal, 1 recharge reduction, 0-1 end reduction

    Confront
    Available at level 12
    0 damage
    End cost: 0
    Recharge: 3 seconds
    The standard scrapper taunt. Useful in specific teams or concept builds, the build is tight enough that I haven’t found a spot for it.

    Dark Consumption
    Available at level 18
    50.1 damage, all negative
    Recharge: 180 seconds
    Cast time: 1.03 seconds
    Radius: 8’ PBAoE
    Endurance Recovery: 25% per target hit
    The power in Dark Melee I use least, but at the times you need it, it’s a godsend. So a Sapper finally hit you, or Elude crashed? Pop a blue, Dark Consumption and you’re back in the game. Carnie or Cabal end drain will bother you less than most, but it will effect you as your blue bar slowly slips away. Dark Consumption and it’s all back. The first 5 powers in DM should be taken soon after they become available, but this power can be pushed back. When you take this power depends heavily on how you address the tightness of the build.
    SO slotting: 1-2 acc, 1-2 recharge reduction, 0-1 endurance modification

    Soul Drain
    Available at level 26
    62.6 damage, all negative
    End cost: 15.6
    Recharge 120 seconds
    Cast time: 2.37 seconds
    Radius: 10’
    Self buff: 5% ToHit and 15.6% damage buff per target hit, lasting for 30 seconds, with a maximum of 7 targets hit
    Build Up, finally at level 26, but it’s a quirky form of build up. Standard Build Up is a 20% ToHit and 100% damage buff, lasting for 10 seconds, on a 90 second recharge timer. The bad: Soul Drain requires a ToHit check, has a longer recharge, does less self-buffing unless you get the max targets hit, and has twice as long a cast time. The good: It last 3 times as long, and it does a bit of damage. It’s a bit of a frustrating power when soloing and you may not be facing enough targets to make the buff from SD very useful, and on steamrolling teams when after you’ve run to the middle of the spawn, hit Soul Drain and about 2 attacks everything is dead already. But in battles with a moderate number of targets that actually go on for a decent period of time, Soul Drain is fantastic.
    SO slotting: 1-2 acc, 3 recharge reduction

    Midnight Grasp
    Available at level 32
    148.9 damage, all negative, with 80.1 up front followed by 10 ticks of 6.88 damage
    End Cost: 12
    Recharge: 15 seconds
    Cast Time: 2.07 seconds
    ToHit Debuff: 0.563% for 20 seconds
    Immobilize: Puts a mag 3 immobilize for 17.9 seconds on the critter
    Certainly not the best tier 9 power out there, it’s a single target attack that does solid damage (with some of the damage spread over 10 seconds), with no enhanced chance to critical hit like some scrapper tier 9 powers. It also does an immobilize effect, looking like a single target Tenebrous Tentacles, and does 20 full seconds of ToHit debuff. It may not be an uber power, but it’s a good power, and after 31 levels of only 3 attacks in the attack chain, it’s definitely worth taking. The immobilize can even be very useful at times, especially for critters that like to run away or run to range, and for pinning on critter so you can line up a good Shadow Maul.
    SO slotting: 1-2 acc, 3 damage, 1 recharge reduction


    Super Reflexes: Super Reflexes basically boosts your defense enough that you don’t get hit often. It’s the only scrapper secondary without a self-heal, which makes Siphon Life very nice (Siphon Life can heal you as much over a minute’s time as Reconstruction). Once you get your defenses all the way up the ToHit debuff in Dark Melee will be less critical, but this won’t happen until the 40s and until then the synergy will keep you alive when everybody else drops.

    Focused Fighting
    Available at level 1
    End cost: 0.26 end per second
    Defense: 13.9% defense to melee attacks
    Your tier 1 power, and an excellent choice. Early foes do mostly melee damage, and it’s not hard to draw them into melee. You will rarely turn this toggle off, unless you are critically low on blue.
    SO slotting: 1 end reduction, 3 def buff

    Focused Senses
    Available at level 2
    End cost: 0.26 end per second
    Defense: 13.9% defense to ranged attacks
    Available at level 2, but even if you take it you won’t be able to run it full-time until you get Stamina. You want this power by the teens, but no hurry. This power also provides +perception, useful against things like Arachnos and Knives of Artemis. I took Focused Senses early, take one of this and Agile early but not necessarily both; take it early if you’re willing to do active toggle management turning this off once the fight is engaged in earnest until you have Stamina.
    SO slotting: 1 end reduction, 3 def buff


    Agile
    Available at level 4
    End cost: 0.26 end per second
    Defense: 5.6% defense to ranged attacks
    Not nearly as helpful as Focused Senses, but as a passive defense it costs no endurance, so some take this as their only ranged defense early in the build. The SR passive defenses also give you “scaling resistance”. Once you drop below 60% health, each toggle gives you a bit of damage resistance to all but toxic and psi damage. The formula works like: (60 – CurrentHealth) / 3 resistance, so at 25% health Agile gives you 11.7% damage resistance. The resistances stack, so if you have all 3 passives (and eventually you should) this would add up to 35% damage resistance, which is basically what Temporary Invulnerability from the /Inv set gives!
    SO slotting: 3 def buff

    Practiced Brawler
    Available at level 10
    End cost: 10.4
    Your mez protection, it provides resistance to all common status effects, plus knockback protection. You need this, by level 14 at the latest, but it is a click protection and not a toggle like the other scrapper sets. Eventually you can just control-click the thing and your mez protection is on forevermore, but until you get to level 22 you’ll have gaps in your protection. Carry a breakfree or 2 for these situations.

    Dodge
    Available at level 16
    Defense: 5.6% defense to melee attacks
    Just like Agile, but for melee attacks.
    SO slotting: 3 defense buffs

    Quickness
    Available at level 22
    Some sets see Quickness as optional. Given Dark Melee’s tiny attack chain of 3 links, you aren’t one of them. Quickness provides 20% recharge reduction to all powers, a 35% boost to run speed (same as swift), and resistance to slows.
    SO slotting: 1 run speed

    Lucky
    Available at level 28
    Defense: 5.6% defense to Area of Effect attacks
    At level 28, you finally get a bit of defense to AoE attacks. Otherwise, it’s the same defense and scaling resistance as Agile and Dodge.
    SO Slotting: 3 defense buffs

    Evasion
    Available at level 35
    End cost: 0.26 end per second
    Defense: 13.9% defense to AoE attacks
    33 levels after your other 2 toggles you get your AoE defensive toggle. AoE’s are quite rare in the early game, but not so rare by the 30s, especially from bosses. And they hurt, since you have no protection at all until level 28 and not much defense until level 35.
    SO slotting: 1 end reduction, 3 def buff

    Elude
    Available at level 38
    End cost: 1.3
    Recharge: 1000 seconds
    Duration: 180 seconds
    Defense: 45% defense for melee, ranged, and AoE
    Elude is your tier 9 power, commonly considered the best scrapper tier 9 power prior to issue 10, and sometimes considered the power that made Super Reflexes competitive with sets like /regen. It boosts you to the “soft cap” on defense even if you don’t have anything else running, gives you enhanced run and jump speed, and 100% endurance recovery. It also drains all your end after 3 minutes, with 20 seconds after that in which you cannot recover endurance. 45% is the “soft cap” for defense, since critters have a base 50% ToHit on you, and there is an accuracy floor of 5%, meaning accuracy can never be reduced lower than that. Defense above 45% is handy if you’ve had your defense debuffed but is otherwise of limited use. Since inventions have made it much easier to run 45% defense at all times, Elude may have little value if you have hit the defensive soft cap without it.
    SO slotting: 3 recharge reduction

    Pool Powers:

    You don’t get many of these. Just no room for them, sorry about that!

    Fitness: A necessity for most of the builds in the game, most DM/SR builds will need it as well, though the stamina-free, Dark Consumption heavy build is feasible here. Take Swift if you’re going with Fly as your travel power, Hurdle if you’re going with…Hurdle as your travel power, and Health for its modest regen that will often suffice for your healing needs.

    Flight: An easy travel power to fit in, replacing one of your attacks with Air Superiority and then taking Fly with Dark Consumption dropping low in the build.

    Leaping: If you go stamina-free, leaping is nice for Combat Jumping. The defense in combat jumping is normally so trivial as to be ignored, but for an /SR build stacking 2.3% more defense can make a noticeable difference

    Fighting: Taken mostly for Weave, and the Steadfast Protection +defense you can slot in Tough, this can get you another 9% total defense. If you’re trying to permanently get to the 45% soft cap on defense, you will want to fit Fighting in. Boxing can replace Shadow Punch (though it is an inferior substitute) and Elude becomes somewhat superfluous.

    Concealment: Can’t think how or why to fit this in, especially now that you can get Stealth IOs for the occasions you do want to ghost a mission.

    Leadership: Maneuvers is sometimes taken in this build for the up to 3.6% defense, but I think there are better ways to get the defense.

    Speed: Hasten is nice, or you could conceivably use Flurry as an attack to replace one of your core 3 DM attacks. Perhaps not the most effective attack chain, but for concept purposes Flurry + Shadow Maul + vet reward Sands of Mu would be something to watch. For over 9 seconds.

    Medicine: Leave this to the other /SR scrappers, you have Siphon Life

    Presence: Just go hit something instead.

    Teleportation: Of all possible travel powers, this seems the least useful for a DM/SR.

    Ancillary pools:

    Scrappers don’t get the best choices for epic/ancillary pools, but then scrappers are so good from their primary and secondary pools they don’t need much help. There are three choices, the most popular of which is body master, followed by darkness mastery, and weapon mastery

    Body Mastery gives you Conserve Power (for 90 seconds, everything you do uses half endurance, recharge timer starts at 600 seconds), Focused Accuracy (high endurance toggle that grants you a 20% ToHit buff, roughly equivalent to another SO of accuracy in all your powers), Laser Beam Eyes (decent ranged damage power with a –def secondary effect) and Energy Torrent (decent AoE cone with chance of knockback/knockdown)

    Darkness Master gives you Torrent (minor damage AoE cone with lots of knockback), Petrifying Gaze (single target ranged hold, recharges in 32 seconds), Dark Blast (decent ranged damage power with short cast time and –ToHit secondary effect) and Tenebrous Tentacles (Cone damage/Immob with –ToHit)

    Weapon Mastery gives you Web Grenade (single target immobilize, also stops flying and jumping), Caltrops (tiny amount of damage, but serious slow and area denial power), Shuriken (fair ranged attack, less damage and range than other options, lightning fast recharge), and Exploding Shuriken (Targeted AoE, decent damage over good range, no secondary effect).

    I chose Darkness Mastery for my build, even though it’s more negative energy damage and you already have a lot of that. This is not a good PvP build, so focused accuracy is really not needed, and conserve power is somewhat redundant with your endurance recovery power in Dark Consumption. The final 2 powers in Darkness are each marginally better than their equivalents in Body Mastery in my opinion. Weapon Mastery never seriously tempted me, though if I only had room for one power from any ancillary pool it would be web grenade.

    Dark Blast is also popular with people going for a high DPS build. With enough recharge, Shadow Punch, Smite, and Dark Blast followed by whichever of Midnight Grasp or Boxing is recharge can form a fairly frightening “buzz saw” attack chain that does simply ridiculous single target damage to anything strong enough to withstand it for more than a brief period. Adding other attacks like Shadow Maul into your attack actually reduces your single target damage per second, since all the other attacks have extremely fast activation times. I did not pursue this build, but it is a viable option.


    IO recommendations:

    The focus in an SR build, I believe, should be increasing the defense. The SO slotting above gets you easily up to roughly 30% defense to melee, ranged, and AoE attacks. What this means is that and even level minion who normally has a 50% chance to hit you has instead a 20% chance to hit you. Adding another 5% defense makes his chance to hit you 15% instead, so by adding 5% more defense you have reduced incoming damage by 25% over what you had before.

    All enemies in PVE have a capped minimum chance to hit you of 5%, so 45% defense is referred to as the “soft cap”. Any defense above this is only situationally useful, though it can help when you have had your defense debuffed or an attacker has a ToHit buff. My primary goal in this build was to get melee defense to 45% all the time, with ranged and AoE defense as close to that as possible as well.

    Most of the damage you will take will be melee damage, and the best set for increasing your melee defense is Touch of Death. 6-slotted, it boosts your melee defense by 3.13%. You can slot this in all your single-target attacks, and you should slot it in 2-3 of these attacks. The other set you can access is Multi-Strike, which when 6-slotted gives you a 1.88% boost to melee defense. You can slot this in Shadow Maul.

    You will also take a fair amount of ranged damage, and you have more options for this. The best option for ranged defense is Mako’s Bite, but you won’t be able to slot it often since you have slotted Touch of Death instead. You could theoretically slot Trap of the Hunter in Midnight Grasp, but this would mean surrendering half of the damage in that power, and you have few enough attacks already. Red Fortune is a great choice for increasing ranged defense. 6-slotted, it increases ranged defense by 2.5%, it’s very reasonably priced, and as a bonus it reduces recharge time by 5% which helps out with your abbreviated attack chain.

    You won’t get any AoE defense for a long time, so choose your enemies wisely in the early 30s. Options for AoE defense include 5-slotted Scirocco’s Dervish in Shadow Maul (3.125%), 5-slotted Multi-Strike which would also go in Shadow Maul (1.875), and 5-slotted Serendipity in one of your toggles (1.25%). AoE defense is the hardest to boost for this build; it just doesn’t have enough of the powers that take the right sets. Fortunately having lower AoE defense will rarely kill you.

    Given that you are slotting out Touch of Death 2-3 times, adding accuracy bonuses is also important. Touch of Death has one of the lowest accuracies of any set, from 39-43% depending on what level you slot. If you’re soloing on Invincible, you’re facing enemies that you have a base 56% chance to hit, meaning you have at best an 80% chance to hit with a Touch of Death set. I’m not happy with hitting 4 times out of 5, so sets like Scirocco’s Dervish, Luck of the Gambler, and Glimpse of the Abyss which add 9% accuracy each with 4 slots are very valuable. Crushing Impact adds 7% accuracy with 4 slots. To “cap” accuracy at 95% against +2s on a Touch of Death set takes 27% or more additional accuracy from set bonuses.

    Dark Melee has a very small attack chain, so anything you can do to reduce recharge is a good thing. Sets you could slot include Crushing Impact, Red Fortune, and Unspeakable Terror, all of which return 5% reduction in recharge time for 5 slots. Glimpse of the Abyss gives a 6.25% reduction for 5 slots. Luck of the Gambler +Recharge IOs are obscenely expensive, but they can be worth the expense.

    Playing the Build:

    DM/SR solos fantastically once you have your defenses slotted up. On teams, your focus is of necessity a boss killer. Aim for the hardest target out there, especially targets that other scrappers will struggle with, things like Sappers, or highly smashing/lethal resistant bosses (think RedCap Fiends, or Crey/Freak Tanks).

    As with any /SR scrapper build, it’s a bit slow starting. Unlike most, you get a self-heal at level 8, but until you slot it up well it’s almost more trouble than it’s worth between the high end cost and the low heal. Take it easy, and don’t be ashamed to keep the dial set on heroic for quite a while. Once you have enough endurance you should bump up the level to Rugged, certainly by 22 at the latest. Your melee defense should be good early, but you may not have (or have the endurance to run) your ranged toggle. Early enemies close to melee fairly eagerly, so if at all possible pull enemies to you, then run around a corner or otherwise break line of sight. Use your origin starting power to pull, or buy a Revolver recipe at Wentworth’s.

    Mezzing enemies will be easy 2/3 of the time, and frustrating the other 1/3 with Practiced Brawler down. Be aware of when it’s down! Be sure to get both temp travel powers, one from bank missions from 5-10 and the other from 10-15.

    Make sure you do Stephanie Peebles’ missions to get the Wedding Band temporary power in the early 20s. This provides 30% resistance to everything including psionics. It’s very handy against challenging foes with high accuracy (like Chimera in the late 40s!), of if taking an alpha strike you’re not sure you’ll survive. Your melee defense should be very good by this point, and Siphon Life strong enough to help you without using so much endurance you don’t dare use it.

    In the early 30s your lack of AoE defense will potentially hurt. Choose your enemies carefully. Nemesis, for example, should be avoided.

    Mid-late 30s, you finally have all your defenses and there will be very few things you need fear, even on Invincible. There aren’t many factions in the game that are negative resistant, and some of them are only around for moments. Skulls are tough, but many people don’t notice them in the game if they started in Atlas. Banished Pantheon minions too, but they don’t do much damage so they’re mostly annoying. Circle of Thorns spectrals will cause you the most grief in the game. They are quite negative resistant, and when they do hit you they leave a strong ToHit debuff that makes it less likely that Siphon Life will hit. Late 30s Circle missions with lots of Spectrals and Earth Thorn Casters (high defense to all your smashing attacks) will be tediously long.

    Some tests have found that fighting on Unyielding leads to more xp over time than Invincible. I believe this to be true for any build or team that does at least decent area damage. You are not that build, so I recommend Invincible from the mid-20s on.

    The critters you will want to be careful around are things with stupidly strong ToHit buffs. Devouring Earth Quartz are doubly bad since not only are they fairly negative resistant, DE spawns also drop Quartz eminators that boost their ToHit enough that your defense is effectively gone. Kill Quartz eminators on sight! Rularuu with Eyeballs in the spawn are if anything worse. Rularuu or Lanaruu Watchers should also be priority targets. Nemesis aren’t bad initially, but if you’re on a team that habitually kills the lieutenants first the Vengeance they give off will start to stack and you’ll start to get hit—a lot. (Numina’s task force, featuring both Nemesis AND Devouring Earth can be a challenge if not on a smart team!)

    A few other villain groups are aggravating. Malta Gunslingers have an accuracy bonus that lets them hit you more often. Knives of Artemis drop all those caltrops, and the damage is auto-hit. Auto-hit damage is evil. And of course, things like Master Illusionists are just challenging for everybody, but once you have your defenses all the way up even MI’s aren’t that bad. You’ll just have to actually use inspirations for a change!


    The Build:

    My current build is below, but if you want to plan for a re-spec, it would be slightly easier to play this build through level 27 and then re-spec into something closer to what I have below. Agile is taken for the ranged defense and scaling resistance and Dark Consumption is skipped for now, since when it finally becomes available Stamina is right around the corner.

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Level 27 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness

    Hero Profile:
    Level 1: Smite -- Acc(A), Dmg(3), Dmg(5), Dmg(9), Acc(23)
    Level 1: Focused Fighting -- EndRdx(A), DefBuff(3), DefBuff(11), DefBuff(17)
    Level 2: Shadow Punch -- Acc(A), Dmg(7), Dmg(15), Dmg(15), Acc(23)
    Level 4: Shadow Maul -- Acc(A), Dmg(5), Dmg(7), Dmg(9), Acc(25)
    Level 6: Agile -- DefBuff(A)
    Level 8: Touch of Fear -- Acc(A), EndRdx(19)
    Level 10: Siphon Life -- Acc(A), EndRdx(11), Heal(13), Heal(17), Acc(25)
    Level 12: Practiced Brawler -- RechRdx(A), RechRdx(13)
    Level 14: Hurdle -- Jump(A)
    Level 16: Health -- Heal(A)
    Level 18: Focused Senses -- EndRdx(A), DefBuff(19)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Quickness -- Run(A)
    Level 24: Dodge -- DefBuff(A)
    Level 26: Soul Drain -- Acc(A), RechRdx(27), RechRdx(27)
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    My DM/SR’s current build. This is not the only way to run the build, as indicated you can easily go stamina-free, or go with Fly. This is the best way I can see to get all the powers I wanted, but cap out my melee and ranged defense. If you want to “set and forget” your toggles, don’t take Focused Senses this early, taking Agile instead.

    This build isn’t terribly expensive, except for the Luck of the Gambler recharge that I got on the Moonfire task force. If you can get one, it helps the attack chain. Any of the Health uniques like the Numina’s Convalescence unique IO are also highly recommended if you can get them, but they are beyond the reach of many while leveling, and really not necessary for this build. Endurance is not a serious problem between Stamina and Dark Consumption.

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    DM/SR: Level 50 Technology Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg:33(A), T'Death-Dmg/EndRdx:33(3), T'Death-Dmg/Rchg:33(3), T'Death-Acc/Dmg/EndRdx:33(5), T'Death-Dmg/EndRdx/Rchg:33(17), T'Death-Dam%:33(31)
    Level 1: Focused Fighting -- LkGmblr-Def:35(A), LkGmblr-Def/EndRdx:35(7), LkGmblr-Def/EndRdx/Rchg:35(15), LkGmblr-Rchg+:35(19), LkGmblr-Def/Rchg:35(25)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx:35(A), RedFtn-EndRdx/Rchg:35(9), RedFtn-Def/Rchg:35(34), RedFtn-Def/EndRdx/Rchg:35(36), RedFtn-Def:35(36), RedFtn-EndRdx:35(40)
    Level 4: Shadow Maul -- Sciroc-Acc/Dmg:45(A), Sciroc-Dmg/EndRdx:45(5), Sciroc-Dmg/Rchg:45(7), Sciroc-Acc/Rchg:40(11), Sciroc-Acc/Dmg/EndRdx:45(13), Sciroc-Dam%:40(31)
    Level 6: Touch of Fear -- Abys-Acc/Fear/Rchg:20(A), Abys-Fear/Rng:45(21), Abys-Acc/EndRdx:33(31), Abys-Acc/Rchg:25(39), Abys-EndRdx/Fear:35(39)
    Level 8: Siphon Life -- Acc-I:40(A), Dct'dW-Heal:40(9), Dct'dW-Heal/Rchg:30(15), RgnTis-Heal/Rchg:30(17), RgnTis-Heal/EndRdx:30(37), F'dSmite-Acc/EndRdx/Rchg:40(39)
    Level 10: Boxing -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg/EndRdx:35(13), C'ngImp-Acc/Dmg/Rchg:35(23), C'ngImp-Dmg/EndRdx:35(29)
    Level 12: Hurdle -- Jump-I:50(A), Jump-I:50(25)
    Level 14: Practiced Brawler -- RechRdx-I:45(A)
    Level 16: Dodge -- DefBuff-I:50(A), DefBuff-I:50(40)
    Level 18: Dark Consumption -- Sciroc-Acc/Rchg:40(A), C'ngBlow-Acc/Rchg:33(19)
    Level 20: Health -- Heal-I:50(A), Heal-I:50(21)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
    Level 24: Quickness -- Run-I:50(A)
    Level 26: Soul Drain -- Acc-I:50(A), RechRdx-I:50(27), C'ngBlow-Acc/Rchg:35(27), RechRdx-I:50(29)
    Level 28: Lucky -- DefBuff-I:50(A), DefBuff-I:50(43)
    Level 30: Agile -- DefBuff-I:50(A)
    Level 32: Midnight Grasp -- T'Death-Acc/Dmg:37(A), T'Death-Dmg/EndRdx:37(33), T'Death-Dmg/Rchg:37(33), T'Death-Acc/Dmg/EndRdx:37(33), T'Death-Dmg/EndRdx/Rchg:37(34), T'Death-Dam%:37(34)
    Level 35: Evasion -- RedFtn-Def:35(A), RedFtn-Def/EndRdx:35(36), RedFtn-Def/Rchg:35(37), RedFtn-EndRdx/Rchg:40(37), RedFtn-Def/EndRdx/Rchg:40(40), RedFtn-EndRdx:50(42)
    Level 38: Tough -- ImpArm-ResDam/EndRdx:40(A), S'fstPrt-ResDam/Def+:30(42), Aegis-ResDam/EndRdx:50(43), TtmC'tng-ResDam/EndRdx:50(45)
    Level 41: Weave -- RedFtn-Def/EndRdx:45(A), RedFtn-Def:40(42), RedFtn-EndRdx/Rchg:40(43), RedFtn-Def/Rchg:40(45), RedFtn-Def/EndRdx/Rchg:40(45), RedFtn-EndRdx:40(46)
    Level 44: Petrifying Gaze -- EoCur-Acc/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(46), Hold-I:50(46)
    Level 47: Dark Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/Rchg:40(48), Thundr-Acc/Dmg/Rchg:40(48), Thundr-Dmg/EndRdx:40(48), Thundr-Acc/Dmg/EndRdx:40(50)
    Level 49: Tenebrous Tentacles -- AirB'st-Acc/Dmg:50(A), Det'tn-Acc/Dmg:50(50), Dmg-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    Edit-- modified leveling build somewhat.
  20. Checking his post history, this seems to be a common post for him. Spines/DA stinks, other ATs are far better. No specifics given in any case.

    Either he's just trolling, or he couldn't make the combo work and therefore it must be a bad combination that NOBODY could make work.

    Very few other combinations do as much area damage before they get damage from the epic pools, something like fire ball.
  21. Can somebody fix the link to this journal in the scrapper guides and FAQs? The link currently goes to nowhere.
  22. Just a note on what I thought was a clever way of slotting Quills that I found. Not much on the set bonuses but if you're looking for effective slotting for this power only on the cheap I think it's hard to beat.

    Using merely level 35 IOs: Tempered Readiness Acc/End, Impeded Swiftness Acc/End (set maxes at 30), Multistrike Acc/Dam, Multistrike Dam/End, Cleaving Blow Dam/End, One Damage IO.

    Returns 67.6% accuracy, 95.8% damage, and 88.4% endurance reduction.

    No set bonuses, and no procs. But I think beautiful numbers for Quills and there's not a single bit of rare expensive salvage in the lot, so if you can't afford to buy Scirocco's for Quills just yet you could slot the above for less than the price of one regular Impervium.
  23. [ QUOTE ]
    Steel Canyon on Virtue was so bad you couldn't move. Couldn't use powers. And worst of all you couldn't leave.

    [/ QUOTE ]

    QFT.... fought Rikti last night in Talos, Kings Row, Atlas, and Steel Canyon. All on Virtue. No real problems in the first three despite the phenomenal number of heroes fighting (right next to Ms. Liberty) in Atlas. A fun new experience for me, and I thought solid xp.

    Steel Canyon was nightmarish. Couldn't tell if powers had worked or had recharged, slideshow villain fighting, Rikti floating in midair for 30 seconds as they got knocked back... just not fun. Froze up repeatedly just trying to SJ back to the green line to get out of there, and when I finally reached green line and picked a new destination I locked up so long it sent me to the login screen.

    If I'd done Steel first I'd avoid Rikti invasions henceforth.
  24. It seems I've had bad information on Energy Punch and I've been underrating it. The old SherkSilver hero planner isn't perfect and in particular had bad data on Energy Punch. It listed brawl index for power thrust, energy punch, bone smasher as 2.2, 2.77, 4.56 respectively. Making energy punch seem only marginally better than the power thrust I already had.

    This is, as you know, incorrect. It's right for Power Thrust, but Energy Punch is better than double Power Thrust, and Bone Smasher is roughly triple. Oops. This clearly makes Energy Punch a much more interesting option than it seemed.

    On teams, Buckshot will do more total damage, but soloing without a third single target attack behind Slug and Bone Smasher I have found bosses to be a challenge. Without Hasten it'd be really, really hard. And the damage of Buckshot can even get you in trouble on early teams when even if you have a tank it's not like a low level tank typically has a taunt aura.

    Slug, Bone Smasher, and Flame Thrower seem like the 5-star attacks in the early levels. But I'm much more undecided now as to which of the 4-star attacks to take to augment those 3. (I'd call Burst a 3-star attack, Stun and M30 a 2-star)

    Question for you on Ignite-- nearing the point where I'm picking it up. Can you use Ignite effectively on targets that have been disoriented by Beanbag or Bone Smasher?

    At level 23, decided to get the Medicine pool a bit earlier than I had initially planned. It's difficult to decide when to cut loose and "unleash hell" with Build Up/Flamethrower/Buckshot. This combo does a lot of damage but doesn't exactly kill stuff instantly and whatever is left standing is REALLY mad at me.

    Ideally I pick on a single target or two while the aggro gets a little distributed, or the mobs get whittled down and then I finish the pack with my AoEs. But if the team is struggling with a spawn I have to quickly decide if I need to launch the strike early and hope I can take the retaliation. Hoping Aid Self helps me with that.
  25. Congratulations!!! My Spines/DA is moving along, much slower than yours but also loads of fun to play.

    Can you believe that they day before you posted this, in response to a question on the general board asking for "the 'worst' powersets within thier AT. I'm looking for underperforming powersets, powersets with no synergy, etc." that Spines/DA was given as the answer?

    The other scrapper combinations must just all be pure awesome, especially for soloing, because I really enjoy my girl. It does require more thought than many scrapper combos which basically revolve around running in and hitting things with a sword until either they fall down or you do....

    I hope that I make it to 50 someday, hope the next one you take to 50 is equally enjoyable.