Scrapper Slotting Basics
Since my main is claws/sr, I'll reply on that.
Starting with SR you have:
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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
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)
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I'm in 100% agreement with this slotting.
For claws you have:
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Claws:
Swipe: 1 acc, 3 dmg
Strike: 1 acc, 3 dmg
Slash: 1 acc, 3 dmg
Spin: 1 acc, 1 endred, 3 dmg
Follow Up: 2 acc, 2 rchg, 2 tohit (2 dmg in place of tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg
Eviscerate: 1 acc, 3 dmg
Shockwave: 1 acc, 3 dmg
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You will be sucking wind so fast your head will spin. Yes claws uses 20% less end and has a 20% recharge reduction on the attacks, BUT the end cost isn't so low that you can live without end-reds.
After an unknown number of respecs, I've settled on the following:
Claws:
Swipe: 1 acc, 3 dmg, 1 end
Strike: 1 acc, 3 dmg, 1 end
Slash: 1 acc, 3 dmg, 1 rec, 1 end
Spin: 1 acc, 3 dmg, 1 rec, 1 end
Follow Up: 2 acc, 2 rchg, 1 (dam or tohit), 1 end
Confront: Never take, that's what focus is for
Focus: 1 acc, 3 dmg, 1 rec, 1end
Eviscerate: 1 acc, 3 dmg, 1 rec, 1 end
Shockwave: 1 acc, 3 dmg, 1 rec, 1 end
You'll still need stamina, unless you're regen. I left so many rec-reds in because sometimes the situation demands more AoE, or more ST than living without rec-reds will allow for. Followup's tohit buff stacked onto Slash's defense debuff makes it REALLY easy to live happily with 1 acc in all the attacks other than FU.
Tossing in my 2 inf, your mileage may vary.
Be well, people of CoH.
I've got a claws/sr so he's my take on the design.
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Claws:
Swipe: 1 acc, 3 dmg
Strike: 1 acc, 3 dmg
Slash: 1 acc, 3 dmg
Spin: 1 acc, 1 endred, 3 dmg
Follow Up: 2 acc, 2 rchg, 2 tohit (2 dmg in place of tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg
Eviscerate: 1 acc, 3 dmg
Shockwave: 1 acc, 3 dmg
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Claws:
Swipe: 1 acc, 3 dmg (If I ever respec back into it)
Strike: 2 acc, 3 dmg, 1 rchg
Slash: 2 acc, 3 dmg, 1 end (If I ever respec into it)
Spin: 1 acc, 1 endred, 3 dmg (Looks fine, never had it)
Follow Up: 2 acc, 2 dmg (After a respec I'd put in a rchg and an end)
Confront: 1 range, (Didn't take it, focus works better)
Focus: 2 acc, 2 dmg, 2 rchg (can keep anyone on their butt)
Eviscerate: 2 acc, 3 dmg, 1 end
Shockwave: 2 acc, 2 dmg, 2 rchg
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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
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)
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Super Reflexes:
Focused Fighting: 2 endred, 4 def
Focused Senses: 2 endred, 4 def
Agile: 1 def
Practiced Brawler: 1 rchg (with hasten that's all I need to keep it up all the time)
Dodge: 1 def
Quickness: 1 run
Lucky: 1 def (If I still had it)
Evasion: 2 endred, 4 def
Elude: 6 rchg, (yes six)
This is a speed speed speed design I play by. The end usage is atrocious, but it's fun, it's really fun. With conserve power, elude, and stamina my end bar stays above half most of the time.
Also this is a pre-I6 design and it still works great. If I swapped the extra (unneeded) slots in the toggle for the passives my SR would gain about 1% in defense. I decided it wasn't worth my time, and it was a waste of a good free respec. Yes elude still has 6 recharges in it. It used to be down only about 30 seconds, now it's a few minutes. I usually need the extra few seconds of elude more than I need the large jump in defense as sad as that is, elude's defense is just that good unslotted.
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I've also got a BS/DA at 20.
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Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def, 2 dmg
Confront: 1 range, (1 taunt optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
[/ QUOTE ]
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg (1 end optional)
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg,
Parry: 2 acc, 1 def, 2 dmg, 1 rchg
Confront: 1 range, (1 taunt optional) (Not taking it)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
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Dark Armor:
Dark Embrace: 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 3 dmgres
Obsidian Shield: 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred, 2 tohit debuff
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
[/ QUOTE ]
Dark Armor:
Dark Embrace: 3 dmgres, 1 endred
Death Shroud: 2 acc, 2 endred, (2 dmg optional) (If I take it)
Murky Cloud: 3 dmgres, 1 endred
Obsidian Shield: 3 dmgres, 1 endred
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 3 endred, 1 fear (end hog)
Oppressive Gloom: 2 acc, 1 disdr
Soul Transfer: 1 heal, (1 endmod optional)
Broadsword looks near the same as I'm planning on slotting it, if I have the slots. I may have to skimp slash and slice on slots.
DA is end heavy with just Dark Embrace and Obsidian Shield. Every toggle is going to get at least one endurance reducer. Like SR, stamina is a given with DA. I couldn't get to level 20 quick enough. Also knockdown sucks so I'll be taking Acrobatics and I have Combat jumping. Which means there are 2 more toggle that have to be activated. End needs to be accounted for first to make a fully utilized BS/DA playable.
Global Chat: @Prime Knight
Liberty
{Heroes}
Panthera Knight - Claws/SR/BM scrapper 50!!
Prime Knight - Mind/Kin/Psi controller 50!!
Pshun Keru - Triform peacebringer 50!!
Pius Knight - BS/DA scrapper +20
{Villains}
Kaiser Presul - Rob/FF mastermind +30
On my 50 MA/Invuln, and many of my lower scrappers, I actually tend to slot a recharge on 1-2 of my best BI attacks, rather than end redux..works out pretty well most of the time - when end becomes and issue I use conserve power
more damage faster=fast mob is eliminated
AV battles and such, almost alway have SB, AM, RA or something
BillZ im kinda new to claws but wouldnt three acc in Follow Up ba better since Follow Up is spose to be the reason claws can go one acc in singles but if you miss with it wen fighting on invincable or pvp then your other attacks that are slotted lower on acc would prob miss too so why do I never see no posting on slotting the claw buff power with three acc two rech and one to hit ?
Smitty,
I could see bumping up to 3acc in FU and 2acc in all attacks for PvP. In PvE though, 2acc is all I've ever needed to consistantly hit anything.
Be well, people of CoH.
I think the guide in general looks good. Every one should adjust to suit to taste of course. Here is a question for ya's though..........I play with a group of friends (depending on who we get 4 or 5 people on team) with characters (all regen scrappers with either Kat or MA or brutes depending on the group) that we run only when the group of us play. Our plan is for all of our characters to take Leadership specifically Assault and Tactics. What adjustments (if any) might you make to account for this type of configuration?
Updated to Issue 8
I wrote this to originally help with another posts question, but I figured it could help many of those that are new or want something to quickly answer their slotting questions. I recommend going to the Player Guides Section or Scrapper Guides and FAQs to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:
Bla bla bla
Show me build advice! Scroll down to Primary / Secondary below these lines ++++++
Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): 2 times stronger than TOs
Single Origin Enhancements (SO): 2 times stronger than DOs
Special Enhancements (Like HOs): Many different effects in one enhancement, but each effect is no stronger than a SO.
Training Origin Enhancements Suggested Slotting:
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction
Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest.
If you have influence to burn
whether obtained from a costume contest, generous person, or have a 50: Fill all of your attacks with accuracies, and all of your shields with endurance reductions. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs; and keeping those shields on most of the time also helps with overall survivability.
Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your shields if you are having problems keeping them on. Your basic strategy here is to save as much money as possible for SOs, so at level 12 and 17 when you buy your DOs keep that in mind. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). You are better off selling everything you get and toughing it out until 22.
If you have influence to burn
whether obtained from a costume contest, generous person, or have a 50: I recommend slotting for accuracy in your attacks (2), and if you have the slots left over slot for endurance reduction or recharge. I recommend slotting your shields with 1-2 endurance reductions, and if you have the slots left over slot for resistance or defense. Regen slot for health and recharge. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on most of the time also helps with overall survivability.
Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Even though you have been suffering and saving through all the levels you will not be able to fill up on SOs because they are just too expensive. I know you want those SOs really bad but here is the trick: If you have nearly all attacks 4-6 slotted and shields 3-4 slotted, then you will not be able to buy everything you need. You may be better off purchasing DOs so that you can enhance all your powers, rather than just a few. I am going off memory here, but lets say a DO costs 8k, and a SO costs 30k and you have roughly 300k to spend; you can only buy 10 SOs or you can buy 37 DOs. I recommend buying DOs rather than the precious SOs at 22 so that you can buy virtually everything you need. Another trick is to do the respec task force at level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough money to buy all the SOs you need. From that point forward influence will become less of a problem.
If you have influence to burn
whether obtained from a costume contest, generous person, or have a 50: See the recommended slotting below
I still think it is a waste of influence to combine enhancements even if you have millions on tap. Once you hit 50 go ahead and ++ those enhancements if you dont feel like doing missions or visiting Hami to obtain 53s or HOs.
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Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:
Scrapper Primary:
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def, 2 dmg
Confront: 1 range, (1 taunt optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
Claws:
Swipe: 1 acc, 3 dmg, 1 endred
Strike: 1 acc, 3 dmg, 1 endred
Slash: 1 acc, 3 dmg, 1 endred, (1 rchg optional)
Spin: 1 acc, 1 endred, 3 dmg, (1 rchg optional)
Follow Up: 2 acc, 2 rchg, 1 endred (1 dmg or 1 tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg, 1 endred (1 rchg optional)
Eviscerate: 1 acc, 3 dmg, 1 endred, 1 rchg
Shockwave: 1 acc, 3 dmg, 1 endred, 1 rchg
Dark Melee
Shadow Punch: 2 acc, 3 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Confront: 1 range, (1 taunt optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg
Katana
Sting of the Wasp: 2 acc, 1 endred, 3 dmg
Gamblers Cut: 2 acc, 3 dmg
Flashing Steel: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Divine Avalanche: 2 acc, 2 def, 2 dmg
Calling the Wolf: 1 range, (1 taunt optional)
The Lotus Drops: 2 acc, 1 endred, 3 dmg
Soaring Dragon: 2 acc, 1 endred, 3 dmg
Golden Dragonfly: 2 acc, 1 endred, 3 dmg
Martial Arts
Thunder Kick: 2 acc, 1 endred, 3 dmg
Storm Kick: 2 acc, 1 endred, 3 dmg
Cobra Strike: 2 acc, 1 endred, (3 disorient optional)
Focus Chi: 3 rchg, (3 tohit optional)
Crane Kick: 2 acc, 1 endred, 3 dmg
Warriors Challenge: 1 range, (1 taunt optional)
Crippling Axe Kick: 2 acc, 3 dmg
Dragons Tail: 2 acc, 1 endred, 3 dmg
Eagles Claw: 2 acc, 1 endred, 3 dmg
Spines
Barb Swipe: 2 acc, 3 dmg
Lunge: 2 acc, 3 dmg
Spine Burst: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Impale: 2 acc, 3 dmg
Confront: 1 range, (1 taunt optional)
Quills: 2 acc, 2 endred, (2 dmg or 2 slow optional)
Ripper: 2 acc, 1 endred, 3 dmg
Throw Spines: 2 acc, 1 endred, 3 dmg
Why put 2 acc in your attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or in a PvP zone.
Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2s through +4s on teams, so those two accuracies come in handy, but you can get by with one. Additionally, adding things like Focused Accuracy and Tactics will change the way you slot for Accuracy, but you will have to feel out whether or not you can remove the Accuracy Enhancement(s) from attacks.
Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Regen will not necessarily need endurance reductions in their attacks. Regen can either replace the endred with rchg or remove it completely.
Scrapper Secondary:
Dark Armor:
Dark Embrace: 1 endred, 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 1 endred, 3 dmgres
Obsidian Shield: 1 endred, 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred, 2 tohit debuff
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
Invulnerability:
Resist Physical Damage: 1 dmgres
Temp Invulnerability: 1 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 1 endred, 3 def, (2 tohit optional)
Tough Hide: 3 def
Unstoppable: 1 dmgres, 3 rchg
Regeneration:
Fast Healing: 3 Heal
Reconstruction: 3 rchg, 3 heal
Quick Recovery: 3 endmod
Dull Pain: 3 heal, 3 rchg
Integration: 3 heal (1 endred optional)
Resilience: 1 dmgres
Instant Healing: 3 rchg (3 heal optional)
Revive: 1 heal, (1 endmod optional)
Moment of Glory: 3 dmgres, (3 rchg optional)
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)
Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build.
Scrapper Slotting Basics
Brute Slotting Basics
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Thread Necromancy ?
Centinull
Updated to Issue 11
This guide is for those that are new to the game, the Scrapper AT, or that want to quickly answer slotting questions. I recommend going to the Player Guides Section or Scrapper Guides and FAQs to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:
Bla bla bla
Show me build advice! Scroll down to Primary / Secondary below this line ______
Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): Twice as strong as a TO
Single Origin Enhancements (SO): Twice as strong as a DO
Special Enhancements like Hamidon Origin Enhancements (HOs): Many different effects in one enhancement, but the effects are no stronger than a SO.
Invention Origin Enhancements (IO): IO's, SO's, HO's and ED--a brief overview I think that this guide by Grumble will give you guys some basic, quick, advice so that you can decide when to start slotting IOs.
Invention Origin Set Enhancements (IO Sets): EverydayJoe and his Set IOs (v.1.2) I like this guide by Seldom because it walks you through how IO Sets work without being overly complicated.
I recommend downloading Mids' Hero Designer to work on builds and to get a good understanding of how slotting different enhancements affect your character.
Training Origin Enhancements Suggested Slotting:
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary Accuracy / Secondary Endurance Reduction
Shields: Primary Endurance Reduction / Secondary Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.
Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest. If your attacks or shields have more than 3 enhancement slots then slot them with the Secondary. As enhancements go red dont just replace them, try to combine them with a stronger TO; it isnt always successful, but it is better than just deleting them.
Advanced Slotting Strategy: If you have the Influence then you should slot all your attacks with accuracies (no more than 3), and all of your shields with endurance reductions (no more than 3). Slot auto powers as you see fit. If you have more than 3 slots in your attacks or shields then place the Secondary recommended enhancements in the remaining slots.
Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions.
The overall philosophy of this slotting is the less you miss, the faster you mow down enemies. I recommend not running the shields unless it is absolutely necessary. Although your attacks are what actually eat most of your endurance, the endurance you save from not running your shields helps.
Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary Accuracy / Secondary Endurance Reduction
Shields: Primary Endurance Reduction / Secondary Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.
Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your Shields if you are having problems keeping them on when you need them. Your basic strategy here is to save as much money as possible for SOs, so at level 12 and 17 when you buy your DOs keep that in mind. If you are having a lot of endurance issues then go ahead and add one endurance reduction to each attack if you have enough Influence or slots.
Advanced Slotting Strategy: If you have the Influence then you should slot all your attacks with 2 accuracies. Your next couple slots, if you have them, should be for Endurance Reductions. Finally, if you have the remaining two slots then you can slot them with either Recharge Reduction or some Damage. I recommend slotting your shields with 2 endurance reductions so that you can keep them on as much as you see fit. If you have more than 2 slots then place the recommended Secondary enhancements in the remaining slots.
Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions.
IO / IO Set Slotting Strategy: This is a good time to start playing around with IOs; whether that is slotting with IOs, DOs, IO Sets, or a combination of each. The cheapest way to get IO Sets or IOs is to try to purchase them at the Consignment Markets (Wentworths CoH /Black Market CoV). Actually making them can get quite expensive so before you waste influence on IO Sets make sure you have some sort of theme in mind (ie I want to regenerate health or I want more defense). Remember one thing about IO Sets: They cannot only be used for a specific bonus, but you can also use them because they have multiple effects. Used properly you can maximize accuracy, endurance recovery, recharge, and damage in one attack without specifically trying for any type of bonus (also true for shields). A lot of people, including myself, buy the cheaper IO Sets to do exactly that.
The overall philosophy of this slotting is the less you miss, the faster you mow down enemies. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on against harder enemies without running out of endurance also helps with overall survivability.
Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Primary Accuracy / Secondary Endurance Reduction
Shields: Primary Endurance Reduction / Secondary Defense/Resistance/Heal
Auto Powers / Click Powers: Slot these as you see fit, since they are pretty straightforward.
Basic Slotting Strategy: Even though you have been saving through all the levels you will not be able to fill up on SOs because they are just too expensive. I know you want those SOs really bad but if you have nearly all attacks 4 to 6 slotted and shields 3 to 4 slotted, then you will not be able to buy everything you need. You will be better off purchasing DOs so that you can enhance all your powers, rather than just a few. Lets say an average DO costs 8k, and an average SO costs 30k and you have roughly 300k to spend; you can only buy 10 SOs or you can buy 37 DOs. I recommend buying DOs rather than the precious SOs at 22 so that you can buy virtually everything you need (and be much more powerful than if you just purchased the 10 SOs). Another trick is to do the respec task force between level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough influence to buy all the SOs you need. From that point forward influence will become less of a problem.
Advanced Slotting Strategy: If you have the Influence then you should slot as recommended below
I still think it is a waste of influence to combine enhancements even if you have millions. Once you hit 50 go ahead and ++ those enhancements if you dont feel like doing missions or visiting Hamidon to obtain 53s or HOs.
IO Slotting Strategy: By the time you hit level 22, you should have a good idea of where you want to take your build; whether that is slotting with IOs, SOs, IO Sets, HOs or a combination of each. The cheapest way to get IO Sets or IOs is to try to purchase them at the Consignment Markets (Wentworths CoH /Black Market CoV). Actually making them can get quite expensive and gets extremely expensive in the 40+ game, or for IO Sets that everyone wants. Before you waste money on IO Sets make sure you have some sort of theme in mind (ie I want to regenerate health or I want more defense). Remember one thing about IO Sets: They cannot only be used for a specific bonus, but you can also use them because they have multiple effects. Used properly you can maximize accuracy, endurance recovery, recharge, and damage in one attack without any applied bonus (also true for shields). A lot of people, including myself, buy the cheaper IO Sets to do exactly that.
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Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:
Scrapper Primary:
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def (2 dmg optional)
Confront: 1 range, (1 taunt or accuracy optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
Claws:
Swipe: 1 acc, 3 dmg, 1 endred
Strike: 1 acc, 3 dmg, 1 endred
Slash: 1 acc, 3 dmg, 1 endred, (1 rchg optional)
Spin: 1 acc, 1 endred, 3 dmg, (1 rchg optional)
Follow Up: 2 acc, 2 rchg, 1 endred (1 dmg or 1 tohit optional)
Confront: 1 range, (1 taunt or accuracy optional)
Focus: 1 acc, 3 dmg, 1 endred (1 rchg optional)
Eviscerate: 1 acc, 3 dmg, 1 endred, 1 rchg
Shockwave: 1 acc, 3 dmg, 1 endred, 1 rchg
Dark Melee
Shadow Punch: 2 acc, 3 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Confront: 1 range, (1 taunt or accuracy optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg
Dual Blades
Nimble Slash: 1 acc, 1 endred, 3 dmg
Power Slice: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Ablating Strike: 1 acc, 1 endred, 3 dmg (1 rchg optional)
Typhoons Edge: 1 acc, 1 endred, 3 dmg, 1 rchg
Blinding Feint: 2 acc, 1 endred, 2 rchg (1 dmg or 1 tohit optional)
Confront: 1 range, (1 taunt or accuracy optional)
Vengeful Slice: 1 acc, 1 endred, 3 dmg, 1 rchg
Sweeping Strike: 1 acc, 1 endred, 3 dmg, 1 rchg
One Thousand Cuts: 1 acc, 1 endred, 3 dmg, 1 rchg
Read about Dual Blade Combos here
Katana
Sting of the Wasp: 2 acc, 1 endred, 3 dmg
Gamblers Cut: 2 acc, 3 dmg
Flashing Steel: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Divine Avalanche: 2 acc, 2 def, 2 dmg
Calling the Wolf: 1 range, (1 taunt or accuracy optional)
The Lotus Drops: 2 acc, 1 endred, 3 dmg
Soaring Dragon: 2 acc, 1 endred, 3 dmg
Golden Dragonfly: 2 acc, 1 endred, 3 dmg
Martial Arts
Thunder Kick: 2 acc, 1 endred, 3 dmg
Storm Kick: 2 acc, 1 endred, 3 dmg
Cobra Strike: 2 acc, 1 endred, (3 disorient optional)
Focus Chi: 3 rchg, (3 tohit optional)
Crane Kick: 2 acc, 1 endred, 3 dmg
Warriors Challenge: 1 range, (1 taunt or accuracy optional)
Crippling Axe Kick: 2 acc, 3 dmg
Dragons Tail: 2 acc, 1 endred, 3 dmg
Eagles Claw: 2 acc, 1 endred, 3 dmg
Spines
Barb Swipe: 2 acc, 3 dmg
Lunge: 2 acc, 3 dmg
Spine Burst: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Impale: 2 acc, 3 dmg
Confront: 1 range, (1 taunt or accuracy optional)
Quills: 2 acc, 2 endred, (2 dmg or 2 slow optional)
Ripper: 2 acc, 1 endred, 3 dmg
Throw Spines: 2 acc, 1 endred, 3 dmg
Why put 2 accuracies in the attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or in a PvP zone.
Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2s through +4s on teams, so those two accuracies come in handy, but you can get by with one. Additionally, if you primarily solo or use Focused Accuracy or Tactics then you can change the way you slot for Accuracy. I recommend that you will feel out whether or not you can get by with just one Accuracy Enhancement (A good time to do this is when you upgrade enhancements).
Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Regeneration or Willpower will not necessarily need endurance reductions in their attacks. They can either replace the endurance reduction with recharge or remove it completely. Note: Based on the speed of Dual Blade attacks, even a Regeneration or Willpower Scrapper may want to keep the endurance reduction; you will have to feel it out.
Scrapper Secondary:
Dark Armor:
Dark Embrace: 1 endred, 3 dmgres
Death Shroud: 2 acc, 2 endred, 2 dmg
Murky Cloud: 1 endred, 3 dmgres
Obsidian Shield: 1 endred, 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg (2 heal in place of rchg for PvP optional)
Cloak of Darkness: 1 endred, (3 def optional)
Cloak of Fear: 2 acc, 2 endred (2 tohit debuff optional)
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
Invulnerability:
Resist Physical Damage: 1 dmgres, (2 dmgres optional)
Temp Invulnerability: 1 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres, (2 dmgres optional)
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 1 endred, 3 def, (2 tohit optional)
Tough Hide: 1 def, (2 def optional)
Unstoppable: 1 dmgres, 3 rchg
Regeneration:
Fast Healing: 3 Heal
Reconstruction: 3 rchg, 3 heal
Quick Recovery: 3 endmod
Dull Pain: 3 heal, 3 rchg
Integration: 3 heal (1 endred optional)
Resilience: 1 dmgres, (2 dmgres optional)
Instant Healing: 3 rchg (3 heal optional)
Revive: 1 heal, (1 endmod optional)
Moment of Glory: 1 rchg, (2 rchg or 3 def optional)
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)
Willpower:
High Pain Tolerance: 3 heal, 3dmgres
Mind Over Body: 1 endred, 3 dmgres
Fast Healing: 3 heal
Indomitable Will: 1 endred, 3 def
Rise to the Challenge: 1 endred, 3 heal (2 tohit debuff optional)
Quick Recovery: 3 endmod
Heightened Senses: 1 endred, 3 def
Resurgence: 1 heal, (1 endmod optional)
Strength of Will: 3 dmgres
Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build.
Scrapper Slotting Basics
Brute Slotting Basics
Thread marked. This is handy shiz, to say the least.
I'm finding that scrappers who take a bit of time to take advantage of their mez protection by hunting CoT and Tsoo in their teens and early twenties won't have much problem buying SOs when they hit 22.
Could we have some advice about Scrapper slotting basics for pool attack powers? Should they be slotted in a manner consistent with whatever Primary you've picked, or are they distinctive enough to deserve their own type of slotting based on what they bring to the table?
Well, if you're taking Air Superiority, you're likely taking it primarily for the knock-up effect. It's damage is okay, but not amazing. So I'd start by slotting it with 2 ACC -- you don't want to miss with it. Then throw in END (if needed), and only then DAM if you have the spare slots.
I wrote this to originally help with another posts question, but I figured it could help many of those that are new or want something to quickly answer their slotting questions. I recommend going to the guide section to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:
Bla bla bla Show me build advice! Scroll down to Primary / Secondary below these lines ++++++
Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): 2 times stronger than TOs
Single Origin Enhancements (SO): 2 times stronger than DOs
Special Enhancements (Like HOs): Many different effects in one enhancement, but each effect is no stronger than a SO.
Training Origin Enhancements Suggested Slotting:
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction
Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: Fill all of your attacks with accuracies, and all of your shields with endurance reductions. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs; and keeping those shields on most of the time also helps with overall survivability.
Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your shields if you are having problems keeping them on. Your basic strategy here is to save as much money as possible for SOs, so at level 12 and 17 when you buy your DOs keep that in mind. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). You are better off selling everything you get and toughing it out until 22.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: I recommend slotting for accuracy in your attacks (2), and if you have the slots left over slot for endurance reduction or recharge. I recommend slotting your shields with 1-2 endurance reductions, and if you have the slots left over slot for resistance or defense. Regen slot for health and recharge. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on most of the time also helps with overall survivability.
Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Even though you have been suffering and saving through all the levels you will not be able to fill up on SOs because they are just too expensive. I know you want those SOs really bad but here is the trick: If you have nearly all attacks 4-6 slotted and shields 3-4 slotted, then you will not be able to buy everything you need. You may be better off purchasing DOs so that you can enhance all your powers, rather than just a few. I am going off memory here, but lets say a DO costs 8k, and a SO costs 30k and you have roughly 300k to spend; you can only buy 10 SOs or you can buy 37 DOs. I recommend buying DOs rather than the precious SOs at 22 so that you can buy virtually everything you need. Another trick is to do the respec task force at level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough money to buy all the SOs you need. From that point forward influence will become less of a problem.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: See the recommended slotting below I still think it is a waste of influence to combine enhancements even if you have millions on tap. Once you hit 50 go ahead and ++ those enhancements if you dont feel like doing missions or visiting Hami to obtain 53s or HOs.
++++++++++++++++++++++++++++++++++++++++++++++++++
Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:
Scrapper Primary:
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def, 2 dmg
Confront: 1 range, (1 taunt optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
Claws:
Swipe: 1 acc, 3 dmg
Strike: 1 acc, 3 dmg
Slash: 1 acc, 3 dmg
Spin: 1 acc, 1 endred, 3 dmg
Follow Up: 2 acc, 2 rchg, 2 tohit (2 dmg in place of tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg
Eviscerate: 1 acc, 3 dmg
Shockwave: 1 acc, 3 dmg
Dark Melee
Shadow Punch: 2 acc, 3 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Confront: 1 range, (1 taunt optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg
Katana
Sting of the Wasp: 2 acc, 1 endred, 3 dmg
Gamblers Cut: 2 acc, 3 dmg
Flashing Steel: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Divine Avalanche: 2 acc, 2 def, 2 dmg
Calling the Wolf: 1 range, (1 taunt optional)
The Lotus Drops: 2 acc, 1 endred, 3 dmg
Soaring Dragon: 2 acc, 1 endred, 3 dmg
Golden Dragonfly: 2 acc, 1 endred, 3 dmg
Martial Arts
Thunder Kick: 2 acc, 1 endred, 3 dmg
Storm Kick: 2 acc, 1 endred, 3 dmg
Cobra Strike: 2 acc, 1 endred, (3 disorient optional)
Focus Chi: 3 rchg, (3 tohit optional)
Crane Kick: 2 acc, 1 endred, 3 dmg
Warriors Challenge: 1 range, (1 taunt optional)
Crippling Axe Kick: 2 acc, 3 dmg
Dragons Tail: 2 acc, 1 endred, 3 dmg
Eagles Claw: 2 acc, 1 endred, 3 dmg
Spines
Barb Swipe: 2 acc, 3 dmg
Lunge: 2 acc, 3 dmg
Spine Burst: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Impale: 2 acc, 3 dmg
Confront: 1 range, (1 taunt optional)
Quills: 2 acc, 2 endred, (2 dmg or 2 slow optional)
Ripper: 2 acc, 1 endred, 3 dmg
Throw Spines: 2 acc, 1 endred, 3 dmg
Why put 2 acc in your attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or PvP.
Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2s through +4s on teams, so those two accuracies come in handy, but you can get by with one.
Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Regen will not necessarily need endurance reductions in their attacks. Regen can either replace the endred with rchg or remove it completely.
Scrapper Secondary:
Dark Armor:
Dark Embrace: 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 3 dmgres
Obsidian Shield: 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred, 2 tohit debuff
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
Invulnerability:
Resist Physical Damage: 1 dmgres
Temp Invulnerability: 2 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 3 def, (3 tohit optional)
Tough Hide: 3 def
Unstoppable: 1 dmgres, 3 rchg
Regeneration:
Fast Healing: 3 Heal
Reconstruction: 3 rchg, 3 heal
Quick Recovery: 3 endmod
Dull Pain: 3 heal, 3 rchg
Integration: 3 heal
Resilience: 1 dmgres
Instant Healing: 3 heal, 3 rchg
Revive: 1 heal, (1 endmod optional)
Moment of Glory: 3 dmgres, (1 rchg optional)
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
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)
Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build.
Scrapper Slotting Basics
Brute Slotting Basics