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Posts
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Joined
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That is completely wrong: Defense Debuffs can drop your Defense below zero, which increases your enemies toHit-Chance beyond 50%.
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Chimera at lvl 47 (maybe it was lvl 44: I don't remember the exact lvl but I wasn't 50 and lacked Aid Self) on my FM/SR-Scrapper.
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(+) informative
(+) very readable
(+) good IO suggestions
(+) no obvious mistakes
(+) not about fire/kin or superstrength/wp
5/5 for your work. I like it, as it reflects my impressions of the Claws and DA sets. -
Norse is right. If you are willing to use four attacks (I know: too much for Werner
) in your chain the proposed chain is fine.
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The WPs I know don't use Numina's/Miracle + rec or Performance Shifter +End IOs. If your /SR-Scrapper uses them the reason for the discrepancy of our impressions should be clear.
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Quote:I had absolutely no problems with managing Endurance while running my BS/DA scrapper. But that is really long ago, I don't know if it was before ED or after...While I agree and promote the power of Parry, if a player struggles DB/DA's endurance management they will run away screaming with BS/DA. Yes you can build and manage both exceedingly well, but of the two BS/DA is considerably more difficult to manage.
Nevertheless you're right, Kat is much easier to manage. -
Yes, Invuln Scrappers with softcapped defenses and (almost) permanent Dull pain.
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Quote:I believe that your real problem weren't your toggles, it was Dark Regeneration. It needs a very good slotting to be endurance efficient. Otherwise it would drain you after the second application in a longer fight. Can you please post the your slotting of that power?Other than Dark Melee, are there any scrapper primaries which are efficient enough to offset the incredible drain on my blue bar that is the four thousand toggles of Dark Armor?
Too overcome that issue I strongly advice the use of a primary set that increases your defenses: Katana or Broadsword. That should drastically reduce the frequency of Dark Regeneration applications. -
Can you please edit your post? It's almost uncomprehensible that way. The correct export option in Mid's is "Formatting Code Types: No Code".
Edit: I downloaded your build to read it in Mid's and I dislike it.
1. You didn't slot your Powers (Deflection and True Grit) for Resistance. Shield is a set with mixed mitigation and you're a focussing on only half of it.
2. Jab is extremely inferior to Fire Blast. So please move the slots from Jab to Fire Blast.
3. Although your Build doesn't need Phalanx fighting to reach the defensive soft cap I'd still add it. That would free up slots for a better set variety.
4. I don't see an agenda behind your build besides softcapping the def. You're mixing cheap IOs like red fortune with unaffordable IOs like Miracle +rec and LotG: +7.5% rech to get an only (IMO) mediocre result. -
Yeah, that was indeed a stupid answer from my side.
Dersk is right and IMO Endurance Reduction is wasted on Rage. -
@ Dawn
Vermain is right. Once you reach the defensive softcap and use tough, you're as tough as an Invuln Tanker. They may have better raw Numbers but there is no InGame-Difference worth mentioning.
But I must confess that the leveling process was awful until I reached the 40s (I got there by solely doing TFs which may contribute to that Impression). At 41 I was almost softcapped (43.5% towards melee/ranged/AoE) and suddenly I felt strong. At 47 I got the +rec IOs and the Tanker that was once slated for Deletion has become my favorite character (although my WP/Superstrength-Brute comes a close second).
With the careful use of green Insps I can survive everything. Soloing Missions full of Groups of Lvl 52 Bosses is relatively easy. With some Buffs and Controller/Defender Support Lvl 54 are a cakewalk too.
And yes, he can tank Reichsman too. -
@ Werner & Lucky666
I'm not talking about adding Assault to increase your DPS for faster AV soloing and/or Maneuvers to reach the defensive softcap. The OP thinks that he needs the entire Leadership pool to make his teams effective and himself a contributing team member. That is absolutely wrong, at least from my point of view.
Why? To answer that question I should explain my understanding of the Scrapper AT. The biggest advantage of the AT is neither its damage (a good Blaster does more) nor its survival capability (a good Tanker can take alot more than a good [=! godlike 4 billion inf] Scrapper). It's the ability to be self-reliant what makes Scrappers helpful team members. A good Scrapper doesn't fear damage or needs buffs and heals to be effective. It's fair to say he removes himself from the tankers/controllers/defenders protection-list.
Too achieve this goal, it is the best to enhance your own defensive capabilites and your damage. This is usually done by adding most of your primary and secondary powers as well as some selected pools like Fitness, Fighting or Speed. You can also add some Leadership powers like the abovementioned Assault or Maneuvers. But adding an entire pool with the vague hope of becoming more "helpful" would hurt your self-reliance, especially during the leveling process, and you'd become an obstruction for the team that you tried to support with your power choices.
For clarification:
1. My favorite Scrapper (Claws/WP) uses Assault and my current Scrapper project (BS/SD) will add Maneuvers in his early 40s.
2. And I'm not the kind of person that kicks people from his teams without consinderation. And I'm not doing this because of power selections, unless it's a defender with only 1 primary power.
3. I'm no native speaker and I don't post here to insult other forum readers. So anything that can be understood as an insult is not meant that way. -
The Claws/WP-Build looks very good, unless I overlooked a missing power. The only thing that you should reconsider IMO is the slotting of focus. 3*Devastation and 3*Decimation would grant some additional HP. You would lose 6,25% of global recharge, but an IO'd claws scrapper with 55% global recharge is still fast enough too have a gapless attack chain.
Regarding Shockwave: It is a great power but I considered it counterproductive on my claws/WP and dropped it after a respecc. The AoE-Damage is still great. -
Quote:1. Adding four leadership powers to your build would dramatically increase the chance of being kicked from teams with good reason.I am also tempted to make a second build and instead of taking Confront, Grant Cover, Shield Charge and Against all odds, I just take all four leadership powers for group play instead.
I should sleep on that as well. The thinking on this decision is to be more team friendly by not using as many powers that compete with Tankers for aggro. To hit buffs for all the team members that really help Dark Miasma, Radiation, and Kinetics Defenders and controllers Heal and debuff better. A Group Defense buff that gives myself AND my team a defense buff at a cost of a much lower defense bonus. I frequently have a hard time getting to mobs on teams and getting in kills to convince team leaders that I am not leeching XP, so I am now giving extra damage and other buffs to team members in my way as well as to myself. Most teams I go on, insist on cranking up difficulty to the max and I frequently get myself killed since the healers get overhwelmed, so I will now have vengeance to help out the team some until I get a Rez.
This scrapper is gonna be fine. Thanks for the Advice.
2. Anybody who expects more than damage and some occasional tanking from a scrapper is probably nobody I'd like to team with. -
Get a Steadfast +3% Def IO and make sure that EA has 95% recharge (=permanent and stacking).
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This is my current main character. I'm very happy with him and so far I managed to obtain the TF-Commander and Columnbreaker badges. The build itself was relatively cheap: ~250 Mio inf. My goals were simple : Softcapped Defenses, Maximum HP and moderate Recharge Boni. Fireball could be slotted with Positron's Blast and Taunt could be replaced with Grant Cover but that's all I may change in the future.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Solon: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
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Level 1: Deflection S'fstPrt-ResDam/Def+(A), S'dpty-Def/Rchg(17), ResDam-I(40), ResDam-I(42), S'dpty-Def(42), S'dpty-Def/EndRdx(42)
Level 1: Jab Dmg-I(A)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx(33)
Level 4: Haymaker C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13), FrcFbk-Rchg/EndRdx(15)
Level 6: True Grit Heal-I(A), Heal-I(7), Heal-I(7), TtmC'tng-ResDam/EndRdx(9), TtmC'tng-ResDam(11), TtmC'tng-ResDam/Rchg(11)
Level 8: Active Defense RechRdx-I(A), RechRdx-I(9)
Level 10: Against All Odds EndRdx-I(A)
Level 12: Phalanx Fighting DefBuff-I(A)
Level 14: Combat Jumping DefBuff-I(A)
Level 16: Swift Run-I(A)
Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(19), Mrcl-Heal/EndRdx(33), Numna-Heal(46), Mrcl-Heal(50)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Knockout Blow C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25), FrcFbk-Rchg/EndRdx(37)
Level 24: Super Jump Jump-I(A)
Level 26: Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 28: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Boxing Dmg-I(A)
Level 32: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(34), Aegis-Psi/Status(43)
Level 35: Weave GftotA-Run+(A), GftotA-Def/EndRdx(36), GftotA-Def(36), GftotA-Def/EndRdx/Rchg(36)
Level 38: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Char Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Fire Blast Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Fire Ball AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(48), AirB'st-Dmg/Rng(48), RechRdx-I(50), EndRdx-I(50)
Level 49: Taunt RechRdx-I(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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The build is not bad (but not very good either). I don't think that you will be able to solo AVs with it. The DPS is too low. SD/SM may be a much better choice, although I can't prove that with numbers yet.
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[ QUOTE ]
Much better in general, though the three basic DA shields (DE, MC, OS) do not need a second EndRdx; they actually cost less endurance than most shield toggles.
I would stick with one in CoD also; it has an average endurance cost and won't cause endurance woes the way using DR, DS, or CoF may. (Not to mention the end cost of attacks.)
[/ QUOTE ]
That's true. But I couldn't imagine a better place for those surplus slots.
[ QUOTE ]
Also, Op Gloom has good Accuracy and doesn't need more than one Acc. And with Rage, CoF certainly doesn't need 3xAcc.
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CoF and OG need high accuracy values because they are DA's most important way to mitigate damage. Especially CoF needs 3 slots. Even with 3 Accuracy SOs and Rage its Accuracy is "only" 138,7%, which is enough for all possible encounters but not on an overkill scale.
[ QUOTE ]
Why no Acc in KoB? I'd think that was more important than the second Recharge Reduction.
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KoBs base Accuracy is 90%. With Rage it will increase too 127,4% which is still sufficient for all encounters besides un-debuffed lvl 54 SR-custom Mobs. -
Wow, that's propably the crappiest build I've ever seen for a superstrength tank.
Try this and you should be happier:
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dunkelheit_Superstärke: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- ResDam(A), ResDam(37), ResDam(43), EndRdx(43), EndRdx(43)
Level 1: Jab -- Dmg(A), Dmg(46)
Level 2: Murky Cloud -- ResDam(A), ResDam(3), ResDam(3), EndRdx(37)
Level 4: Haymaker -- Dmg(A), Dmg(5), Dmg(5), Acc(15), EndRdx(15), RechRdx(37)
Level 6: Obsidian Shield -- ResDam(A), ResDam(7), ResDam(7), EndRdx(13), EndRdx(40)
Level 8: Dark Regeneration -- Heal(A), Heal(9), EndRdx(9), EndRdx(11), RechRdx(11), Acc(13)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Swift -- Run(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(17)
Level 18: Death Shroud -- Dmg(A), Dmg(19), Dmg(19), Acc(34), EndRdx(34), EndRdx(34)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Knockout Blow -- Dmg(A), Dmg(23), Dmg(23), EndRdx(25), RechRdx(25), RechRdx(27)
Level 24: Acrobatics -- EndRdx(A)
Level 26: Oppressive Gloom -- Acc(A), Acc(27), Dsrnt(46)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), ToHit(33), ToHit(33), ToHit(33)
Level 30: Cloak of Darkness -- DefBuff(A), DefBuff(31), DefBuff(31), EndRdx(31), EndRdx(45)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- ResDam(A), ResDam(36), ResDam(36), EndRdx(36), EndRdx(50)
Level 38: Foot Stomp -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), RechRdx(40), Acc(40)
Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42), EndRdx(46)
Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Cloak of Fear -- EndRdx(A), EndRdx(48), Fear(48), Acc(48), Acc(50), Acc(50)
Level 49: Soul Transfer -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Although I posted a SO-Build I strongly recommend IOs for DA/Superstrength-Tanks. -KB, 3% Def Steadfast, +rec uniques and +HP would massively enhance his performance. -
My suggestion:
Claws/FA (Because I have only seen 3 or 4 of that kind so far and their builds were all horrible)
Restriction:
Limited Budget (250 Mio Inf)
Goal:
A build that does not suck => Maximum HP + Defence for increased survivability -
My question is short and simple:
What is the "best" slotting (SO- and IO-wise) of Dark Servant for a Thugs/Dark-MM? There are so many options and I'm not sure which is the best one. -
DA/Superstrength and Shield/Superstrength are both very good TF tankers with great burst damage potential. If you have access to a cold/*-def DA is preferable, otherwise Shield is a little bit better. If you run your TFs with a Lvl 32+ Kin there would better choices than Superstrength, for example Fire or Warmace.