Shadow Brawlers Guide to DM/SR


Amauros

 

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Shadow Brawlers Guide to Dark Melee and Super Reflexes V2.0

Dark Melee -
This primary scrapper set offers great single target damage, a high power cone attack, 2 utility AoE attacks, a self heal attack, and great single target fear attack. This set has only 4 primary attacks which makes the decision of what attacks to take fairly easy so not much detail will be provided on those powers. The utility powers can be picked to help compliment character concept and also use for certain character. For example a Regeneration scrapper probably would do best not to take Siphon Life and/or Dark Consupmtion as both of those can be performed better by Regeneration.

Shadow Punch -
This single target punch is available at level 1 and does split minor damage of smash and negative. Attack speed is very quick and aids to the single target damage of Dark Melee. This power is not considered a must have as boxing from the fighting power pool is close in damage and attack speed. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

Smite -
This single target punch is available at level 1 and does split moderate damage of smash and negative. Attack speed is quick and is one of the key attacks of Dark Melee's single target damage. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

Shadow Maul -
This cone attack is available at level 2 and does split high damage of smash and negative over time. The attack is a narrow cone however with some practice can learn how to get in position for 2-3 foes in range fairly quickly. For boss killing this power is not a must have as its animation time will lower single target dps. This power is great early to mid game while most foes will close to melee range after starting the fight where in the late game it will become situational as more foes stay in ranged attacks. Also has an inherit 5% Accuracy Debuff on contact that has a duration of around 6 seconds. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.

Touch of Fear -
This power is available at level 6 and provides a Fear effect and a accuracy debuff around 20% base. The fear duration is 45 seconds fear duration does not need slotted for as most foes will not last 45 seconds to your attacks. If slotted at all ToHit Debuffs will work well with the high base value.

Siphon Life -
This power is available at level 8 and provides a self heal and moderate negative damage. The heal has a base of 10% and also carries a fairly high endurance cost. Slotting of this power is best for healing rather than damage, 1 Acc, 1 End Redux, 4 Heals provides almost a 25% heal for fair amount of endurance.

Confront -
This power is available at level 12 and provides a single target taunt. Power is auto-hit and the single slot can be used for taunt duration. Power is great for pulling by a scrapper but it a situational power for the most part for scrappers.

Dark Consupmtion -
This power is available at level 18, it is the first AoE attack in the set and provides endurance recovery per foe. Base Endurance recovery is about 33% per foe so if the attack hits 3 foes at once it will refill an entire bar of endurance. Slotting for damage is not recommended as the power has a fairly long recharge time of 3 minutes, slotting for toggle based builds would be 1 Accuracy and the rest that you can spare as recharge and for powers that drop enduance to 0 slot 1 Accuracy, enough recharges to have it ready everytime the power leaves you drained, and the rest as End Recovery.

Soul Drain -
This power is available at level 26, is the second AoE attack in the set and is equivalent to build up of other sets. For each foe hit there is a damage buff and accuracy buff that lasts for 30 seconds and can be very powerful in large teams. With 1 Acc and 5 Recharges along with perma-Hasten this can be always ready as it wears off, however I have found more success with it slotted 2 Accuracy, 3 Recharges, 1 ToHit Buff as the downtime is still very short and allows for hitting defense buffed foes much easier.

Midnight Grasp -
This power is available at level 32 and is the 4th and final main attack in the set that provides Superior negative damage over time. Roughly 50% of the damage is delivered up front with the other 50% comming from 10 ticks over about 8 seconds. Initially this power will have you disappointed when first taking it, but after getting it slotted up turns into a great power that is one of the defining powers for single target damage. This power should be 6-slotted with 1 Accuracy and 5 Damage, slotting ToHit Debuffs will have very little effect from sugh a low base.



Super Reflexes -
This scrapper secondary is all about defense which means damage avoidance. The defense is broke down to 3 different attack types: Melee, Ranged, and AoE. The scrapper secondaries is the building blocks of scrapper survival. Slots should go to the primary first unless survival is a problem then slot what is necessary in the secondary to stay alive. I would consider Super Reflexes as you make a build for pre-40 and build for 40+ and not try and do both that way slots can be saved for powers that can help aid in the deficensies of Super Reflexes.

Focused Fighting -
This power is automatically chosen at level 1 and is a toggle with a base of 20% Melee Defesnse. Melee attacks will do the most damage early in the game and this power should recieve at least 3 additional slots and be slotted 1 End Redux and 4 Defense Buffs.

Focused Senses -
This power is available at level 2 and is a toggle with a base of 20% Ranged Defesnse. Ranged attacks don't do much damage early making this power one that can be put off for later to save on endurance. slotting for this would be best as 1 End Redux and 4 Def Buffs so that when combined with Agile the defense cap vs Ranged is hit against even level minions.

Agile -
This power is available at level 4 and is always on with a base of 10% Ranged defense. Take this power ASAP as it costs 0 endurance and provides enough Ranged Def from the initial slot until the toggle can be picked up.

Practiced Brawler -
This power is avaliable at level 10 and is a click power that will protect vs any status effect. This power is the best and the worst status protection in the game. It is the best because it is a click power and even if held it is still active causing the effect length to be greatly shortend. It is the worst because it is a click power and much kept being clicked to stay active.

Dodge -
This power is available at level 16 and is always on with a base of 10% Melee defense. Take this power ASAP as it costs 0 endurance and provides added Ranged Def from the initial slot that combined with the toggle can finally hit the defense cap vs Even level minions for Melee attacks.

Quickness -
This power is avaialable at level 20 and is always on providing a base recharge rate that is a little more effective than a dual origin and also provides added run speed. Is subtle but is noticible when taken.

Lucky -
This power is available at level 28 and is always on with a base of 10% AoE defense. This power is a must as it is the first AoE protection to this point where AoE attacks really start to hurt. Add slots as you feel necessary.

Evasion -
This power is available at level 35 and is a toggle with a base of 20% AoE defense. This power is optional as AoE starts to not hurt as much from the increased hit points of gained levels.

Elude -
This power is available at level 38 and is a click power with a base of 60% vs all. This power is best used with perma-Hasten and slotted 4 Recharges and 2 Def Buffs as once Elude is used it must continue to be used with the side effects dropping endurance to 0. This power combined with the passive powers finally get Super Reflexes on pace with the other secondaries and once you get it it is a whole new game.



Dark Melee / Super Reflexes Overview -
Dark Melee has Accuracy Debuffs to aid as +Def for Super Reflexes.
Dark Melee has a heal power to aid Super Reflexes for when the hits to land or to help repair from auto-hit attacks.
Dark Melee has a endurance recovery power to aid with the end heavy toggles of Super Reflexes.
Dark Melee has a fear effect that can eliminate hard hitting lueitenants from battle.
Super Reflexes has quickness to aid in more fluid attack chains.
Super Reflexes shines vs a single foe allowing the Single target damage king to shine.

Fitness pool, Dark Melee can use lot of endurance, Super Reflexes with perma-Elude will need stamina.
Fighting pool, boxing can replace shadow punch and Tough will help vs AoE damage prior to being able to get full protection.
Medicine pool, can be useful with aid self but Siphon Life is also almost as useful.
Speed pool, hasten is a must for both sets to really shine and super speed is fast.
Leaping, Combat Jumping combines wit super speed to give much needed verticle movement.
However more than 4 pools can be helpful and one much be dropped.

I avoided any number crunching as different styles will require different defense levels and if you feel your getting hit to much add slots to toggle(s) then passive(s).


 

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DeNMaN,

Great documentation you've provided here for us. I think this is the first and best guide I've found for the DM/SR scrapper. Awesome job. I really don't know why no one has given their 2 cents on this post.

Anyways, allow me to start.. Great job!

Looking to seeing some great builds and talk about some of your experiences with DM/SR builds.

Ronin


 

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Great guide.

Couple things to note, regarding the synergies:
[ QUOTE ]
Dark Melee has a endurance recovery power to aid with the end heavy toggles of Super Reflexes.

[/ QUOTE ]
Dark Consumption and Elude were also made for each other. DC's recharge with hasten and quickness is 94 seconds. Elude's duration is 100; you just gota love that combo. (Of course, I threw in another recharge SO for good measure. )
Having an instant full bar of endurance after the Elude drop is amazing.



[ QUOTE ]
Dark Melee has a heal power to aid Super Reflexes for when the hits to land or to help repair from auto-hit attacks.

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All the young DM/SRs should pay particular attention to this. SRs get hit. The ability to mitigate any type of damage taken with Siphon Life is marvelous. I can heal myself for almost 400 HP at lvl 50.


 

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DM/SR build I currently have at lvl 50.

Dark Melee:

SMITE: 1(ACC) 5(DMG)
SHADOW MAUL: 1(ACC) 5(DMG)
SIPHON LIFE: 1(ACC) 2(HLTH)
DARKCONSUMPTION:6(RCHGS)
SOUL DRAIN: 1(ACC) 5(RCHGS)
SHADOW PUNCH: 1(ACC) 4(DMG)
MIDNIGHT GRASP: 1(ACC) 5(DMG)


SUPER REFLEXES:

FOCUSEDFIGHTING:1(ENDREC)
AGILE: 6(DEBUFF)
FOCUSED SENSES: 1(ENDREC)
PRACTICEBRAWLER:1(RCHGS)
DODGE: 6(DEBUFF)
LUCKY: 6(DEBUFF)
EVASION: 1(ENDREC)
ELUDE: 4(RCHGS) 2(DEBUFF)
QUICKNESS: 1(RUNspd)

SPEED:
HASTEN: 6(RCHGS)
SUPER SPEED:


FITNESS:
HURDLE:
HEALTH:
STAMINA: 6(RECEND)

FLIGHT:
AIR SUPERIORITY:
FLIGHT 2(FLIGHT)

EPIC POOL:
CONSERVE POWER: 6(RCHGS)
Post your comments, suggestions and your builds to compare...


Thanks for your time,

Ronin


 

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Just adding two things:

For Soul Drain to be perma w/ Hasten + Quickness + 5 SO's the SO's have to be above your lvl.

Also the difference (assuming even lvl SO's and Hasten + Quickness) in dowtime between 3 SO's in Soul Drain and 6 SO's is roughly 10 seconds. That's not much downtime reduction for a build that is very, very slot intensive.

But I went w/ 4 Recharges as well. The reason is, b/c of the diminishing returns, if the SO's are above your lvl the diminishing returns don't kick in heavily until the 4th Reducers. However, you spend a l


 

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Good Intel.. Thanks KingHippo


 

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thing with perma elude builds is that people turn into... CLICK MONKIES! They have 3 click to keep up, hasten, elude and PB. Both types of SR builds (toggle, perma elude) have end problems but perma elude has defenses up before the end drain from the first one while the toggle version has less maintenance but his endurance heavy, dark consumption should help with that a bit though.


 

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Here's my current Build for my SM/SR Scrapper!

Just took sum time to find a good balance. But, since the Recent Nerf and screw up with ACC's. Scrapper is kinda wasted. Till they fix it!

Archetype: Scrapper
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Super Reflexes

01 : Focused Fighting endred(01)
01 : Smite dam(01) dam(3) acc(3) dam(5) dam(5) dam(23)
02 : Focused Senses endred(02)
04 : Agile defbuf(04) defbuf(13) defbuf(13) defbuf(34)
06 : Shadow Maul dam(06) dam(7) dam(7) dam(11) dam(11) acc(27)
08 : Siphon Life hel(08) hel(9) acc(9)
10 : Practiced Brawler recred(10)
12 : Hasten recred(12) recred(15) recred(15) recred(27) recred(37) recred(42)
14 : Super Speed endred(14)
16 : Dodge defbuf(16) defbuf(17) defbuf(17) defbuf(21) defbuf(21) defbuf(23)
18 : Dark Consumption recred(18) recred(19) recred(19) recred(48) recred(50) recred(50)
20 : Hurdle jmp(20)
22 : Health hel(22) hel(42) hel(43)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(36) endrec(37) endrec(37)
26 : Soul Drain acc(26) recred(46) recred(48) recred(48) recred(50)
28 : Lucky defbuf(28) defbuf(29) defbuf(29) defbuf(40) defbuf(43) defbuf(43)
30 : Shadow Punch acc(30) dam(31) dam(31) dam(31) dam(36) dam(36)
32 : Midnight Grasp acc(32) dam(33) dam(33) dam(33) dam(34) dam(34)
35 : Evasion endred(35)
38 : Elude defbuf(38) defbuf(39) recred(39) recred(39) recred(40) recred(40)
41 : Quickness runspd(41)
44 : Conserve Power recred(44) recred(45) recred(45) recred(45) recred(46) recred(46)
47 : Air Superiority acc(47)
49 : Fly endred(49)

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01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest hel(02)


 

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Hey!! You stole my Build!
Too bad I can't pay anymore since of all the lag I get!


 

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Any updates to this guide?


 

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[ QUOTE ]
Any updates to this guide?

[/ QUOTE ]

Yeah, ditto???? what is new?


 

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Holy ressurection, this thread was over 1 year old!

I never wrote a specific guide for DM, but you can check out my guide for SR, latest version is 3.5 (with 3.6 coming soon to fix a few small things).

My SR guide


 

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


 

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[ 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.