The DM/DA Bible


Avonlea

 

Posted

This is a good Guide for one of the quirkiest damned sets in the game. I made a dark/dark brute when villians came out, along with several other dark ATs, but could never play scrappers, just something never felt right about them. I sat down the other day and started reading this guide, and found out why...things i was trying to do with my Brute, just didnt mesh as well with a Scrap. This guide rocks...thank you Gamemaster!


 

Posted

I'm on the verge of getting my first epic power now at 41, and I love this character. This guide was instrumental in helping me make some hard choices and I often get comments expressing wonder as how I can make all this work together.

The only reason the levelling has been slow is because I still focus so much attention into my main. Even at 50, he still gets about half my available gaming time.

Body Mastery, here I come!


Players Guide to the Cities

 

Posted

Yeah stalemate! I went with body mastery on my dm/da too! Plus, she is AWESOME!!


"The cure for cowardice is not more whimpering and cringing, but to bare your teeth." Fr. Pontefescue

"The earth is not dying, it is being killed, and those who are killing it have names and addresses." ~ Utah Phillips

Remember Greg McKendry

 

Posted

I am looking at a Dark/Dark Scrapper.

Being an oldtimer. Sands of Mu seems to fit and what about Nemesis Staff or the Wand? can a combo of the two Vet rewards change a build?

Also, the Temp Travel powers in the Safeguard missions 5->15 (Raptor Pack and Zero G boots). Would you consider moving the travel power till the 20s. This gives more utilitie powers earlier.

+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 50
Archetype: Scrapper
Primary: Dark Melee
Secondary: Dark Armor
+---------------------------------------------
01 => Dark Embrace ==> EndCost(1),DamRes(3),DamRes(5),DamRes(7)
01 => Smite ==> Acc(1),Dam(23),Dam(34),Dam(37),Rech(40),Rech(46)
02 => Shadow Maul ==> Acc(2),Dam(3),Dam(9),Dam(11),Rech(39),Rech(43)
04 => Death Shroud ==> Acc(4),EndCost(5),Dam(7),Dam(9),Dam(13),EndCost(31 )
06 => Swift ==> RunSpd(6)
08 => Hasten ==> Rech(8),Rech(11),Rech(13)
10 => Obsidian Shield ==> EndCost(10),DamRes(40),DamRes(45),DamRes(46)
12 => Murky Cloud ==> EndCost(12),DamRes(23),DamRes(29),DamRes(31)
14 => Health ==> Heal(14),Heal(15),Heal(15)
16 => Dark Regeneration ==> Acc(16),EndCost(17),EndCost(17),EndCost(25)
18 => Dark Consumption ==> Acc(18),Rech(19),Rech(19),Rech(25)
20 => Stamina ==> EndMod(20),EndMod(21),EndMod(21)
22 => Cloak of Darkness ==> EndCost(22)
24 => Combat Jumping ==> DefBuff(24)
26 => Soul Drain ==> Acc(26),Rech(27),Rech(27),Rech(29)
28 => Super Jump ==> Jump(28),Jump(48)
30 => Air Superiority ==> Acc(30),Dam(31),Dam(34),Dam(37),Rech(40),Rech(46)
32 => Midnight Grasp ==> Acc(32),Dam(33),Dam(33),Dam(33),Rech(34),Rech(48)
35 => Siphon Life ==> Acc(35),Heal(36),Heal(36),Heal(36),Rech(37),Rech(4 8)
38 => Oppressive Gloom ==> Acc(38),DisDur(39),DisDur(39)
41 => Focused Accuracy ==> Rech(41),Rech(42),EndCost(42),EndCost(42),Rech(43) ,EndCost(43)
44 => Conserve Power ==> Rech(44),Rech(45),Rech(45)
47 => Acrobatics ==> EndCost(47)
49 => Touch of Fear ==> Acc(49),Rech(50),Fear(50),ThDbf(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)


Reddy Kilowatt

Children of Data
2nd SG on Infinity

Earth Tech
Desert Princess
Bloody Decker
(and that is only some of the ones on Infinity)

 

Posted

[ QUOTE ]
I am looking at a Dark/Dark Scrapper.

Being an oldtimer. Sands of Mu seems to fit and what about Nemesis Staff or the Wand? can a combo of the two Vet rewards change a build?

Also, the Temp Travel powers in the Safeguard missions 5->15 (Raptor Pack and Zero G boots). Would you consider moving the travel power till the 20s. This gives more utilitie powers earlier.

[/ QUOTE ]

The Veteran powers are helpful in the earliest level, but they will not be a factor again past L22 except when Soul Drain is up or you get Focused Accuracy. That said, you could go light on Dark Melee attacks, backfilling with the Vet attacks so that you can focus on getting all of the wonderful, non-attack powers available to DM/DA ASAP. I don't have access to the Nemesis staff yet, but I like the Sands of Mu; they are an excellent accelerant to a quick Level 12.

As for putting off travel, that is certainly a possibility for SS/Hover builds, but players building with an eye toward taking Acrobatics for KB Protection will probably not like the idea.


 

Posted

Hey GM,
do you think it's possible for you to post a lvl50 respec build with the jump pool for acrobatics w/ and w/o haste? just wanna get your two cents on what that build should look like in your opinion. grassyass...


 

Posted

I'm really impressed with your writeup. And the fact that you suggest what to slot based on TO/DO/SO enhancements are great!

I also agree that you suggest slotting nothing but Acc at lower levels since you need to hit and the 50% miss rate sucks. However, you didn't seem to follow your own advice. So I changed it so nothing but Acc until you have those filled in. Here it is;

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Dark Scrapper
Level: 12
Archetype: Scrapper
Primary: Dark Melee
Secondary: Dark Armor
---------------------------------------------
01 -> Shadow Punch => Acc(1)Acc(3)Acc(3)Dmg(11)
01 -> Dark Embrace => EndRdx(1)
02 -> Smite => Acc(2)Acc(5)Acc(5)Dmg(11)
04 -> Shadow Maul => Acc(4)Acc(9)Acc(9)
06 -> Air Superiority => Acc(6)Acc(7)Acc(7)
08 -> Swift => Run(8)
10 -> Obsidian Shield => EndRdx(10)
12 -> Touch of Fear => Acc(12)
---------------------------------------------
01 -> Power Slide => EndRdx(1)
01 -> Sprint => Run(1)
01 -> Brawl => Acc(1)
01 -> Critical Hit => Empty(Can't slot it)
02 -> Rest => Rechg(2)
---------------------------------------------

I also noticed that you didn't slot Brawl. Prior to level 6 (getting Air Superiority), I use Brawl occasionally when my other powers are recharging. No sense leaving it empty. After level 6, you can leave it alone (I haven't used it after that).

Yes, I have Power Slide. I really like it. When Endurance is a problem (right after fighting a group), I can use Power Slide with it's reduced End cost or I can use Sprint when my Endurance is full and get a slight speed boost.

I also slotted Air Superiority with Acc as soon as I got it. Keeping those mobs on their back is great way to prevent them from getting hits on you. However, this means waiting until level 9 get two more Acc into Shadow Maul.

So, what do you think?


 

Posted

You are correct. In practice, I would probably balance the slotting a little better than I did in the sample build, in which I simply slotted the attacks in the order in which I took them. It was really more of a product of creating the build in the planner than a reflection of intent. Call it a miss in the editing process. The same is true of your observation on Brawl.

While you are using Brawl, you should definitely stick an acc in the default slot. It was an oversight on my part. Overall, I could have done a much better job proofing the guide, but the desire to pronounce it done at some point overcame any characteristic perfectionism that I may possess (or be afflicted by, as it were). Despite possessing a reasonably strong command of the language, I lack the patience of someone with the natural writer's gift. That fact comes back to haunt me every time that I put together anything longer than about twenty pages.

As I recall, it took several sittings to write the rough draft, and I added several sections during the first (and only) revision, including the TO/DO leveling build section (suggested by Q'Arkhan). Frighteningly, as much as 30% of the guide might have never been proofread beyond a cursory once over (Hence my labeling of the MS Word version as rev .7). The version that was actually posted on this forum was even rawer.

On the whole, the guide accomplishes what I intended it to, but I definitely think that it could use more revision as well as an update to correct content errors and to include discussions of IO slotting and set bonuses.


 

Posted

Being a 'multitasker' player (my main is a Mind/Emp troller, probly the most tiresome build to play since you have to pay attention to everything, like buffs, heals, mob control, angles for telekinesis, etc), I was never too attracted to the scrapper pool cause it seemed to limited in gameplay, seeing my friends playing them. Besides I got bored with my tank at lvl 20 and couldnt stand playing it anymore.

After I read your guide, I am simply having a blast since the beggining with my DM/DA scrapper. She's at 23 and simply kicks [censored], I can even act like a tank in lots of missions when there are some buffers and healers.

As many have said before, BEST GUIDE EVER.


 

Posted

I just wanted to say thank you for taking the time to write up the most comprehensive and informative guide on the DM/DA combo. I've always admired this combo from afar but for obvious reasons, I've not chosen to take the plunge and build one. However, after reading your fine guide and just leveling a Warshade, I decided to finally roll one up after 24 months of playtime.

I've got about 225 mill inf I'm going to pump into this build so I should be able to do some amazing things with it.

One thing that sealed the deal for me was having the inf to pickup a Steadfast -KB IO for when I hit level 10 and get Obsidian Shield. I can't stand getting knocked back and for economy of build, I would prefer to get Hasten and SS.