The Scrappers' Guide to Dark Melee
Okay, a word about this guide: This guide was originally written as a quick reference for people (like me) who get a little intimidated when a lot of numbers are thrown around (Arcanaville scares the bejeebers out of me sometimes). Like an idiot, I posted the first draft in the guides section and couldn't edit it, and at some point it got removed from my signature.
Three or four people actually might have read it.
That was back in issue 11. Dark Melee has seen some dev lovin' since then, and I noticed that none of the other guides had been updated to match. So in jumps me - Mr. I HATE Math - and gives it a whirl.
That has since changed. Desmodos has written an absolutely thorough and thoroughly comprehensive and well-written guide to DM/Dark Armor scrappers that you would be well-advised to check out here. Seriously. Its awesome.
Nonetheless, since Ive already typed this whole thing out and gotten feedback from more than a few forumites (Including Des himself), Im gonna go ahead with it. So without further ado I present:
The No-Numbers Guide to Dark Melee for Scrappers - Now with Numbers!
Intro:
So let me guess: you've got all this dark anger inside and yer just dyin' to wail away at the sneaky li'l underbelly of society, right?
No? Okay, then you're Soldier of the Underworld, ready to summon forth THE DARK POWERS OF BAELZEBUB HIMSELF all in the name of goodiness, right?
No? Fine. Keep your secrets. But since you're reading this guide may I at least assume that you're slightly curious about dark melee as a powerset? Gee. Thanks.
Alrighty, then. Before I tell you what all Dark Melee can do, let me tell you what it can't. First - and foremost - it can't make you Superman. Heck, it can't even make you the Hulk. If you're the kind of scrapper who wants to power your way through every level like a howitzer artillery cannon with new powers that do more and more damage as you level up, go roll a broadsword scrapper. Dark Melee is more of a "utility belt" set of powers, sort of like the "Batman" of scrapper sets. Yeah. That's the ticket. Batman. Not Superman.... BATMAN. Dark Melee = Dark Knight. Or at least, it would if Batman threw smoky netherworld tentacles from his belt. Okay, imagine Dr. Strange crossed over from Marvel to DC comics and somehow got hold of Batman's utility belt and sponaneously remembered that he's a golden gloves boxer. Got it? Good.
Second, don't let anyone fool you - there are no mandatory powers in this powerset. Some you'll like, some you'll love but you can pretty much skip any one of them and not feel like you've got a gimpy superhero. That being said, there will be some powers in this guide that I really really recommend that you take. They're just suggestions, though. In the end the decision to take or skip a power rests largely upon your play style, and I'll try to cover multiple play styles in my recommendations.
A WORD ON INVENTION SLOTTING: My word is not final. My word is not even general. I didn't cover purple sets at all. My invention slotting suggestions are based solely on my experience, and this set is so varied in use that there is no way to realistically give generalized slotting, mostly because there is just so much you could do. I'm going to have a section at the bottom that covers slotting concerns in more detail and to a more generalized intent, so take the individual powers' slotting with a grain of salt.
Okay, on to the powers:
Shadow Punch:
Level Available: 1
Activation: 0.83s
Recharge: 3s
Endurance: 4.368
Lv 50 Minimum Damage: 52.6
Rating: 4/5
Recently Castle and co. reworked the activation and animation times of this and other quick punch tier one powers to balance them out a bit. They made one number a little less and the other a little more, did some vaguely mystical algebraic falderall and tweaked the exponent. And carried the fraction. Or something. I don't know. The end result as near as I can tell is that Shadow Punch is a bit more skippable than it was before.
What's that mean? Desdemona recently told me: "Shadow Punch did not become skippable because it got nerfed. It became optional becuase half of Dark Melee got better." Now Des was quoting either Werner or Sarratte, but I really liked the quote no matter who said it, and felt it worth including here. Whereas before it was considered absolutely essential as a proc-holder and buzz-saw build attack chain filler, now it's "just" a good attack. No, it doesn't do
PHENOMENAL COSMIC DAMAGE, but I'll stand by my previous assertion that this is a very good power to have, slot and keep. Why? It has a fast recharge and a 5% debuff to your enemy's tohit roll, making it valuable as a damage mitigator.
Here's the kicker - it's CUMULATIVE, meaning that every hit reduces your target's chances of hitting you less and less. The duration on that tohit debuff is also twice as long as its recharge, so it's stackable to 10% out of the box with no recharge enhancements. In addition, this debuff is present in all the other powers in the set as well, and it stacks from power to power! So if a hit from Shadow Punch makes your enemy five percent less likely to hit you (and it does) then a hit from Shadow Punch combined with a hit from another Dark Melee attack makes the poor sap TEN percent less likely to hit you. A quick Shadow Punch/Smite/Shadow Punch attack can, with minimal slotting, nearly maintain a 15% debuff on your enemy's tohit.
See why I like it? With it's short activation and recharge, you can use it with your other attacks to stack the effect three and sometimes even four or five times over (with hasten) for a whopping TWENTY-FIVE PERCENT extra defense for you! And actually it's better than that because it debuffs ToHIT rolls, and not accuracy. Number crunchers far and wide will tell you that's waaaaay better, though I'm not comletely sure why. In the end, I just accept that it's awesome and roll with it.
If you're looking to skip this power, check your secondary first. If it's any other set besides Regen, skip away, but be warned - you'll miss its punchy goodess. If you're a Regeneration scrapper, though, you seriously should reconsider - anything that is this effective at mitigating incoming damage ought to be taken. I respecced out of it once on my DM/Regen, and immediately noticed the difference. Take it.
Slotting: Slot this power with at least two Accuracies, three Damage, and one EndRedux.
Invention Slotting: One complete set of Crushing Impact is what I use, but look for my advice on general IO considerations at the end of the guide.
Smite:
Level Available: 1
Activation: 1s
Recharge: 6s
Endurance: 6.864
Lv 50 Minimum Damage: 82.6
Rating: 5/5
Another level one power, and the two to your one-two punch combination, Smite is Shadow Punch's mean older brother. It does nearly double the damage, and the -toHit effect lasts twice as long. Needless to say, it's recharge is longer to compensate, but it's still a dreadfully fast power. Hero builds that rely on Smite and Shadowpunch combinations are often called "Buzzsaw Builds," and with good reason.
Slotting: Same as Shadow Punch.
Invention Slotting - One complete set of Crushing Impact.
Shadow Maul:
Level Available: 2
Activation: 3.07s
Recharge: 8s
Endurance: 8.528
Lv 50 Minimum Damage: 134.9
Rating: 3/5
Available at level two, Shadow Maul is the single most damaging power for the level it becomes available of any level two power anywhere. Bar none. The recharge is pretty good, and the animation looks very punchy. Well, actually, it looks exactly like the vet power "Sands of Mu," which every player this side of the Rogue Isles with longer than 12 months in the game is throwing around at the early levels. So its animation won't make you feel special. Oh well.
But did I mention it's a cone attack? Yep, it's a narrow cone attack (45 degrees feels pretty narrow at times) that can affect multiple enemies at once. If you can pull it off, get ready to wet your scrappy lil pants with glee as red numbers start to float over the heads of as many enemies as you can get to stand in a single file line in front of you. When this power is used right and boosted by Soul Drain it's a wonder to behold.
AAAAAND then there's the catch. Okay, there's two catches. The first and biggest problem with this power is that it has a THREE SECOND animation time, during which you are rooted in place. Alot can happen in three seconds during a battle while your wailing on the one guy (or single file line of guys) in front of you. For example, the sixteen other guys to your right and left and behind you could - you know - kill you before the attack finishes. It's very hard to click your heal or an inspiration while you're throwing punches, ya know. Heh. This one time, I actually dropped an inspiration, and all the Hellions had to stop and help me look for it. Kinda took the drama out of the whole fight.
Okay, that never happened, but it COULD. Okay, no it couldn't, but it would be funny, right? Anyway, the second catch is that it doesn't do all its damage up front, instead doing a tiny bit of it's damage with each punch animation. The problem with this is that the guy you're actually using this power on could realistically land an attack on you halfway through the animation and kill you even as you kill him. Yeowch. Hate it when that happens. Well, okay. If you're a regen, this is more of a threat. Not so much to an invuln or super reflexes type.
Nonetheless, I LOVE this power! Sure, it's risky, but your a stinkin' SCRAPPER! Risky is your middle name. Don't fear the reaper, you are the reaper.
You're just sometimes the dead reaper.
Okay, a word about lining up a cone - if you're one of those players who can control their character's most minute movements, then it's possible to initiate a battle, sidestep and catch multiple opponents in this attack every time. It takes practice, but it's doable. Here's how: Whenever multiple enemies come running at you, they try to line up shoulder to shoulder so they can all get a hit in. When they do, sidestep to the right or the left and nudge your hero forward before hitting Shadow Maul. This puts them in a nice little line for the attack's cone. Works every time. WITH PRACTICE.
This all assumes that the ENEMIES are running at YOU. Most of the time - since you're a scrapper - YOU are running at your ENEMIES, so here's what you do then. Bind the Tarzan or the Howl emote (depending on your character's concept) to the key of your choice and hit it just before running into a mob of bad guys. While you're enjoying this little intro to destruction, look for two or more of the bad guys who are standing uncomfortably close to each other. Don't ask yourself why they're standing so close. That's their business. This should only take as long as the emote takes to animate. By the time you're running, you have your target. Run right up to one of those two and cue shadow maul. It will hit both of them.
Okay, I'll admit it - the emote is optional. You could just - you know - pause before running in. But who wants to do that?
Another thing you could do is just get in the habit of pulling the bad guys over to a corner. ("Psst- hey Iron Strongman, over here! And bring your buddies.") On teams, you'll likely run in ahead of the tanker, but after you've killed half the mob you'll likely noticed the other half gathered in that tanker's taunt aura. Prime 'maulin meat, right there.
Me? I just run in and punch stuff. If there's like ten or twelve guys around me I'll eventually make the cone work. If not, who cares?
IMPORTANT NOTE: What not to do with this power: DON'T waste your time thwacking away on archvillains, elite bosses and giant monsters with this power unless you're teamed with a radiation or dark defender - it's damage over time nature will seriously kill your dps - you won't even see your enemy's hit points drop. This isn't such an issue if you're secondary is /invulnerability or /sr... well, actually this is only really an issue if you're a /regen or maybe /fire.
BE AWARE of the best times to use this power in pvp! The three second animation is just exactly how long it takes for a stalker you didn't notice before to sneak up next to you and land an Assassin Strike. It's also more than enough time for your intended target to kite away and heal if it doesn't kill them.
Yes, it did get a major buff recently in pvp that gave it MASSIVE damage output, but if you're not absolutely certain to make a kill with it then you're better off using another attack.
Think of it this way: a Stalker's Assassin Strike does massive amounts of damage, but is only useful when they know they can land it to good effect. Think of Shadow Maul as the DM scrapper's Assassin Strike. If you can land it, it WILL hit, even if they kite away during the animation - the damage will still be there. You know how some stalkers can predict where you're going to be based on your movement and cue up an AS as you go by? You can do the same (albeit the timing is a little different) - just practice on being where you know they will be first. Cue up Shadow Maul as they go by. While that's animating cue up aid self/reconstruction/healing flames/dark regeneration just in case someone else hits you when you're rooted. Even better in a zone is to jump into a mob of bad guys, soul drain, THEN jump to where your enemy will be and cue up shadow maul.
Sound like a lot of work? It is. It's pvp.
You've been warned.
Slotting - I start out slotting this one with three Accuracy and three Damage. Don't want it to miss, right? Once you get into single origins, you can drop one of those Accuracies for an endRedux.
Invention slotting - Frankenslot the sucker. The only sets that slot here that aren't purple are "meh" in my opinion. As a cone, this is also a good proc holder IMHO, but only if you can make the cone work. More on that below.
Touch of Fear:
Level Available: 6
Activation: 1.17s
Recharge: 8s
Endurance: 8.528
Lv 50 Minimum Damage: N/A
Rating: 5/5
Okay this is one awesome power to have at level six. It will make any foe short of a boss cower in fear for twenty seconds - and if you hit a boss with it twice it will do the same to him. It does no damage, but it does bring down their toHit. Yah. It brings down their toHit. By a jaw-dropping 11.25%. Slotted out for toHit debuff, youre looking at around 18% toHit debuff that lasts for 20 seconds. Whats that recharge time? Oh yeah. Eight seconds. Still think fear is this powers only benefit? Even better, it's got a good accuracy bonus, so it only misses rarely.
Nonetheless... WOOHOO! An almost ironclad guarantee that your foe will hit you MUCH less often - now who couldn't love that? Well, actually, some players like to skip it in favor of more damaging attacks, but to each their own.
I like to spam it on Archvillains and ELite Bosses to help keep the damage down. Heck I had the Circle of Thorns' Emmisary of Darkness cowering in fear with this one!
Slotting - One Accuracy, One Endredux, Three ToHit Debuffs. Alternately, you can substitute Fear Durations and Rechargeredux for one or two ToHit Debuffs to suit your playstyle.
Invention slotting - One complete set of Glimpse of the Abyss. Oh so expensive, but you've gotta love the Psi damage proc in that set!
Siphon Life:
Level Available: 8
Activation: 1.93s
Recharge: 10s
Endurance: 10.192
Lv 50 Minimum Damage: 122.6
Rating: 5/5
Back in the day I looked at this power and said "Meh." It didn't do much damage, and the heal was negligable for a DM/Regen scrapper. Since Dark Melee got some developer attention, however, this power got a major boost. Before it was "meh." Now it RAWKS THE HOWSE in the damage department, and still gives you the same heal it always did.
IMHO this power is now one of the principle reasons to choose DM - it's absolutely the gem of the set for the level it's available. As a heal it's still redundant to the Regen scrapper, but very,VERY good to have for other sets like SR. If you're slotting it ONLY as a heal, however, you're missing out on a great attack.
Oh, and it brings your foe's toHit down like the others, as well.
Slotting - as an attack: Two Accuracy, three Damage, One endRedux.
- as a heal: Two Accuracy, two Healing, one Damage, one endRedux.
Invention slotting - If ever there was a candidate for Frankenslotting, it's Siphon Life! Two Acc/Damage from melee sets, Two Heal/Recharge from Healing sets, One damage IO, one Acc IO. YMMV - This is one power that you can really maximize with slotting, and I'll cover more on it below. There have been some really good suggestions in the forums for slotting this one!
Confront:
Level Available: 12
Activation: 1.67s
Recharge: 3s
Endurance: N/A
Lv 50 Minimum Damage: N/A
Rating: 3/5
Ah, confront. This is the power that all scrapper melee sets have in common. As with its brother powers in the other sets, it has made more scrappers turn around and say "buh? What's the point?" more than any other power.
Well, no more! Basically what the power used to be was a single target taunt. Why would a scrapper want a taunt? Several reasons, I suppose. First, it's a good pulling device for large groups that you - even though you're a scrapper - might, for some reason, worry that you can't defeat as a group. I know, I know. Scrappers are invincible, but think of it as cutting your prey out of the herd.
NOW, however, it comes with a hefty 75% RANGE DEBUFF! That's right! An enemy hit by Confront will now have its range reduced to merely a fraction of what it was. That puts most ranged enemies almost in melee range before they can get a shot off! TAKE THAT, MALTA SAPPER! Oh, and it's autohit in PVE. An autohit range debuff merits a 3/5 rating in my book any day, and while it's still very skippable, it's also not the spoiled meat it was before. Feel free to fit it in! Worth a slot at 22 or 24 maybe, when you've got no other new choices.
Slotting: One Range
Invention Slotting: I suppose you could slot a complete taunt set (trust me, don't waste the slots), but I probably would stick with - if anything at all - a single taunt set proc IO. Perfect Zinger: Chance for Psi damage is one. Don't rely on the procs to go off, however - just look at it as a bonus.
Dark Consumption:
Level Available: 18
Activation: 1.03s
Recharge: 180s
Endurance: .52
Lv 50 Minimum Damage: 50
Rating: 3/5
The text for this power says it doubles as an AOE attack doing moderate Negative Energy damage to all foes within melee range of you AND as a phenomenal and fast activating Endurance booster, but don't you believe it. Taking hit points from your enemy and adding it to your blue bar is tre Vampire LeStat, it's great for theme, but don't fool yourself into thinking this power can be slotted as a regular AOE attack. The recharge is far to long and the damage is far too little for it to be relied on for consistent AOE damage. No, slot this one like you would consume from the /Fire set and you'll get much more bang for the buck.
Important Caveat - With Soul Drain and enough enemies, everything's a potential attack, so if you get the opportunity to buff this into a good attack, take it - just don't slot it as such.
Also, this power does NOT debuff toHit like the others, just so's ya know.
Slotting: I went twenty-eight levels with only a single Accuracy in the initial slot, but I'd recommend one Accuracy, three Recharge and two end mods
Invention Slotting: I personally am not too excited about any sets that would slot here, so you're better off frankenslotting. However, if like you might try slotting an Energy Manipulator: Chance to Disorient for the chance that one or two of the mob you're in will be disoriented. As always, the chance is only 10% per opponent, so don't expect a stagger-fest when - and if - this IO successfully fires. AT BEST you'll only disorient two or three and then only once in a blue moon. (Hint, hint - that's experience talking)
Soul Drain:
Level Available: 26
Activation: 2.37s
Recharge: 120s
Endurance: 15.6
Lv 50 Minimum Damage: 62.6
Rating: 5/5
Now I know most Scrapper melee sets don't have to wait until level 26 for their buildup power, but Soul Drain is oh, SO worth the wait! Not only is it a scalable boost to you in toHit and damage, but it's also a pretty good point blank AOE attack.
Scalable boost, you say? Why yes, I'm glad you asked. Soul Drain takes health from all enemies in melee range to you and increases your damage and accuracy accordingly. How much? Well that would require numbers, wouldn't it? Let's just say you're buffed on a scale of "woohoo!" to "I AM TEH UBER!!!"
Note - like Dark Consumption, it DOESN'T debuff your enemies' toHit. It BOOSTS yours. What? You want it all?
And yes, it does function as a fairly good attack, but as with Dark Consumption you're better off treating that damage as a bonus. If you team with a Kinetic or an Empathy player, however, it can be a freakin' awesome attack, although it might take away the point of a self-buffing power. After all, when you get buffed by an Emp's Adrenaline Boost or a Kin's Fulcrom Shift your self-buffing attack could leave you standing alone amid a bunch of corpses and glowing like Rudolf's nose on Christmas Eve. At this point, there's generally only one thing to do:
/em flex
A note on the animation: The animation is Slooooooow. Many times the tanker will taunt from across the room at the beginning of your animation, resulting in all the mobs running away when you're halfway through. Don't worry. If they were in its range when it started, it still hits them.
Slotting: One Accuracy, Three Recharge, Two Damage
Invention Slotting: A set of Scirrocco's Dervish, if you have the moolah. There are some good ToHit buff sets, but you might notice they don't include any /accuracy in their enhancement features. Slot them at your peril.
Midnight Grasp:
Level Available: 32
Activation: 2.07s
Recharge: 15s
Endurance: 11.96
Lv 50 Minimum Damage: 172.7
Rating: 10/5 - no, that's not a typo
At last you've hit 32, and at last you get your uber power of DOOM! That's what you're thinking, right? C'mon, admit it: you're thinking that Midnight
Grasp will be your version of Broadsword's Headsplitter or Katana's Golden Dragon: A massively damaging burst attack where you jump up, spin, swing your weapon and generally look awesomely cool.
Before the buffage, I'd have said WROOOOOOONNG!! Hey, in fact I did.
Not. Any. More.
This thing freakin' rocks.
Whereas before it didn't do quite so much damage as I'd have liked, now it does a stunning 172.7 points of pure unslotted, negative enrgy damage! Properly slotted this thing cranks out almost 350 points of damage. Before, it was strictly Damage over time, and left dark scraps everywhere a little underwhelmed when they could kill a foe quicker with Shadow Maul. NOW it does the vast majority of that damage up front!
And if that weren't enough, it's a 17 second mag-3 immobilize. You won't be immobilizing bosses with just this, but it's still a darned sweet side bennefit.
But what about the animation? Small consideration, granted, but cool animations can really make a power in a player's esteem. This one has a cool animation, right?
WROOOOONNG!! Not to rain on your parade, but the animation is - in my opinion - a huge letdown. Don't get your hopes up. Midnight Grasp's animation is the exact same squidly-looking dark tentacles writhing up from the ground that they used for Tenebreous Tentacles, which is a cone immobilize that Dark Defenders can do at 16. Only where the Defender's cone puts tentacles around multiple foes, Midnight Grasp affects only a single target. On top of that, when an opponent is resistant to its immobilize effect the tentacles don't even show up, and all you get is a little hand wiggle on the part of your scrapper. Bleh.
Even with the regurgitated animation, however, the power is one awesome jewel in Dark Melee's crown that - don't forget - also substantially brings its victim's toHit down. Don't be fooled. Even if the tentacles don't appear around your enemy, the damage is still done, and it is substantial. Even moreso because it's all negative energy damage, which is seldom resisted by your foes. Take it, slot it, love the damage but hate the animation. That's what I did.
Slotting: Two Accuracy, Three Damage, One endRedux
Invention Slotting: one complete set of Crushing Impact, or Frankenslot to taste.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Strategies - what to skip, what to take:
Okay, so now I've given you a rundown on the powers and what I think of each, but you still want to know what an ideal build would look like, right? Well see, there's the rub: the ideal build depends upon what you want to do.
IMPORTANT CAVEAT: What follows are NOT arch-villain soloing billion influence builds - I wouldn't deign to give advice on those. The first two builds are likely the best of the lot, given that I didn't design them, but ALL the builds are designed to give you a starting place. They are not min/maxed by any stretch, and are there as examples of how you COULD play.
The strategies are merely generalized philosophies concerning some very specific directions you can go with this powerset. This is the part that is most likely to be quoted in responses of "LOLZ lrn2ply noob!" As such, I am open to any and all critiques and ribbing over these philosophies.
Needless to say, my word on these is obviously not the final word, so be sure and read any responses that might follow.
:: pulls out a stogie and holds it to be lit by the inevitable flames ::
Okay, I'm ready!
The Buzzsaw:
The first Dark Melee philosophy I'll cover is the Buzzsaw build. This style of playing focuses on fast recharging attacks that, while they do less damage per attack, do gobs of damage over time due to the frequency with which they land. This build was vastly popularized by Inventions, and those fast recharging attacks became what's called "proc Mules." Basically, these attacks are slotted heavily with procedure IO's that carry a chance for extra damage, the idea being that the fast recharge gives greater chances of the planets aligning and the majority of the procs firing for unearthly amounts of damage.
Dark Melee scrappers who do this rely heavily on power pools to fill out their attack chain with one punch attacks. Unfortunately, with the recent tweaks to animations and activations and all the crazy mathey stuff they pulled, the buzzsaw attack chain doesn't do as much damage comparatively as other builds.
But it's still a fun and varied playstyle, and I'd recommend it to anyone looking for something a bit different. You won't feel gimped at all.
My recommendations for primary attack powers would be:
Shadow Punch (Frankenslotted for dam/acc for two or three slots, and procs in what's left)
Smite (Frankenslotted for dam/acc for two or three slots, and procs in what's left)
Boxing (Fighting Pool- Frankenslotted for dam/acc for two or three slots, and procs in what's left)
Kick (Fighting Pool - Frankenslotted for dam/acc for two or three slots, and procs in what's left)
Hasten (Speed Pool)
You might also want:
Siphon Life
Midnight Grasp
Touch of Fear
Assault (Leadership Pool)
Tough (Fighting Pool)
Stamina (and its prerequisites)
Soul Drain
Dark Consumption
Weave (Fighting Pool)
If you like, keep Assault running for extra damage and slot for recharge (and invention set bonuses from Crushing Impact should help with that) and hit hasten before major battles. Frankenslot your attacks so that you'll have slots left over for damage procs.
Open your battles with Touch of Fear on the second toughest guy you're facing, then hit the big boss with Midnight Grasp. From there, wail on the boss with Shadow Punch, Kick, Smite, Boxing and Siphon Life for a completely gapless attack chain. Use any feared or attacking minions as fuel for Soul Drain. Run through it twice and the boss should be dead. Then hit the lieutennant you previously feared and start again. Once he falls, it's rinse and repeat on anybody left.
Lord Inghalli was kind enough to provide us with a buzzsaw-ish build that illustrates these concepts admirably:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Ighalli: Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (3) Crushing Impact - Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (48) Mako's Bite - Chance of Damage(Lethal)
- (A) Healing IO
- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance
- (7) Crushing Impact - Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage/Endurance
- (50) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Modification IO
- (11) Endurance Modification IO
- (11) Endurance Modification IO
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (13) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Recharge
- (15) Doctored Wounds - Heal
- (A) Touch of the Nictus - Healing
- (17) Touch of the Nictus - Accuracy/Healing
- (17) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Endurance/Recharge
- (23) Numina's Convalescence - Heal/Recharge
- (23) Numina's Convalescence - Heal/Endurance/Recharge
- (25) Numina's Convalescence - Heal
- (A) Mako's Bite - Accuracy/Damage
- (25) Mako's Bite - Damage/Endurance
- (27) Mako's Bite - Damage/Recharge
- (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (29) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Freebird - Endurance
- (29) Freebird - FlySpeed
- (31) Freebird - +Stealth
- (48) Flight Speed IO
- (A) Doctored Wounds - Heal/Endurance
- (31) Doctored Wounds - Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (33) Doctored Wounds - Heal
- (A) Performance Shifter - EndMod
- (33) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - EndMod/Accuracy/Recharge
- (34) Performance Shifter - Accuracy/Recharge
- (50) Performance Shifter - EndMod/Recharge
- (A) Resist Damage IO
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Scirocco's Dervish - Accuracy/Damage
- (34) Scirocco's Dervish - Damage/Endurance
- (36) Scirocco's Dervish - Damage/Recharge
- (36) Scirocco's Dervish - Accuracy/Recharge
- (36) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Recharge
- (37) Doctored Wounds - Heal
- (37) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (39) Endurance Modification IO
- (A) Mako's Bite - Accuracy/Damage
- (40) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Cloud Senses - ToHit Debuff
- (46) Cloud Senses - Accuracy/ToHitDebuff
- (46) Cloud Senses - Accuracy/Recharge
- (48) Cloud Senses - Accuracy/Endurance/Recharge
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
------------
Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 2.81% Defense(Fire)
- 2.81% Defense(Cold)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 2.5% Defense(Melee)
- 6.25% Defense(Ranged)
- 5.63% Defense(AoE)
- 2.25% Max End
- 23% Enhancement(Accuracy)
- 31.3% Enhancement(RechargeTime)
- 18% Enhancement(Heal)
- 10% FlySpeed
- 210.8 HP (15.7%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 12.4%
- MezResist(Immobilize) 16.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 9.1%
- 5% (0.08 End/sec) Recovery
- 30% (1.68 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Crushing Impact
(Shadow Punch)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Smite)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Reconstruction)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Siphon Life)
- 25.1 HP (1.87%) HitPoints
(Siphon Life)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Dull Pain)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
(Air Superiority)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Fly)
- 8% (0.45 HP/sec) Regeneration
- 20.1 HP (1.5%) HitPoints
(Integration)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Dark Consumption)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Soul Drain)
- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Instant Healing)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Midnight Grasp)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Focused Accuracy)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Touch of Fear)
- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
The Mini Tank Build:
This philosophy focuses on Dark Melee's ability to damage multiple targets to its own benefit, and is especially favored by Dark Armor Scrappers and former tankers. It doesn't focus massive amounts of burst damage, but slots instead for survivability and relies on lesser amounts of damage over time.
Primary attack recommendations:
Soul Drain (Six slotted for recharge/accuracy/damage)
Dark Consumption (Six slotted for recharge/accuracy/damage)
Shadow Maul (Six slotted for accuracy/damage/recharge)
Siphon Life (Slotted as a heal)
You may also want:
Hasten
Smite
Boxing/Kick/Tough/Weave (Fighting Pool)
Midnight Grasp
Confront
Stamina (and its prerequisites)
Combat Jumping/Superjump/Accrobatics
Hover/Air Superiority/Fly
Stealth
Maneuvers
Secondaries to take:
Dark Armor
Willpower
Invulnerability
Following this build philosophy will leave you feeling tanker-tough, but also leave you feeling a bit underpowered in the damage department. Your enjoyment of this style is also highly dependent on your choice of secondaries. Regen and Fire scrappers don't typically do well with this style.
The main difference between this build and others is mosty in the slotting. However, what you take from the pools will mean a world of difference. Taking Combat Jumping or Hover will provide some extra defense and IO slotting, but then taking Air Superiority gives you good mitigation. Powers like Stealth or Maneuvers will give small defense benefits, but are problematic as mainstays and really depend on the player's choice. Stealth, for example, supresses its defense when you enter combat. Maneuvers is little defense for alot of end. Basically, when choosing powers, the mini-tank scrapper always errs on the side of survivability.
Expect to feel somewhat gimped in the damage area when playing with other scrappers mostly due to the fact that your attack chain has suffered gaps because you've taken more defensive powers in your build. 'Sokay, when you're the last scrap standin' you'll be the one laughing.
Desmodos agreed to provide one of his builds to illustrate what I'm talking about. Thanks, Des!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Desmodas I13: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(46)
Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dam%(11), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(13), Armgdn-Dmg/EndRdx(13), Armgdn-Dmg/Rchg(43)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(39)
Level 6: Swift -- Flight-I(A)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dam%(9), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21)
Level 10: Obsidian Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(23)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(42)
Level 16: Dark Regeneration -- Theft-Acc/Heal(A), Theft-Acc/EndRdx/Rchg(29), Theft-+End%(29), Nictus-Acc/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(45)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(25)
Level 22: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34)
Level 24: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 28: Cloak of Fear -- Cloud-%Dam(A), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-ToHitDeb(36), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-Acc/EndRdx/Rchg(40)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dam%(33), Hectmb-Dmg/Rchg(36), Hectmb-Dmg/EndRdx(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(43)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A)
Level 41: Torrent -- SipInsght-%ToHit(A), SipInsght-Acc/EndRdx/Rchg(43)
Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dam%(46)
Level 47: Tenebrous Tentacles -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(50)
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:[/u]
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 11.8% Defense(Fire)
- 11.8% Defense(Cold)
- 9.56% Defense(Energy)
- 9.56% Defense(Negative)
- 6.75% Defense(Psionic)
- 16.1% Defense(Melee)
- 16.1% Defense(Ranged)
- 15.8% Defense(AoE)
- 8.55% Max End
- 66.3% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 9% FlySpeed
- 80.3 HP (6%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 8%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 4.15%
- MezResist(Stun) 6.35%
- MezResist(Terrorized) 2.5%
- 17% (0.28 End/sec) Recovery
- 26% (1.45 HP/sec) Regeneration
- 8.51% Resistance(Fire)
- 8.51% Resistance(Cold)
- 10% Resistance(Toxic)
- 14% RunSpeed
Set Bonuses:[/u]
Touch of Death[/u]
(Smite)
- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Dark Embrace)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Shadow Maul)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Death Shroud)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Siphon Life)
- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Obsidian Shield)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Hover)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Fly)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Dark Regeneration)
- 10% (0.56 HP/sec) Regeneration
- 1.8% Max End
(Murky Cloud)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Cloak of Darkness)
- 7.5% Enhancement(RechargeTime)
(Soul Drain)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Cloak of Fear)
- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Midnight Grasp)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Tough)
- 3% Defense(All)
(Torrent)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
(Dark Blast)
- 16% (0.89 HP/sec) Regeneration
- 40.2 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Tenebrous Tentacles)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Weave)
- 7.5% Enhancement(RechargeTime)
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
The Scrap of All Trades Build:
Part tank, part controller, ALL SCRAPPER! This is my absolute favorite way to build a dark melee scrapper. It's also the easiest to accomplish, since it's basically taking the powers as they come. The important difference lies in what pool powers you take: take something from the pool powers that helps mass mitigate damage. Here's an example of what I did:
Primary attacks:
Shadow Punch (Six slotted for accuracy/damage/end)
Smite (Six slotted for accuracy/damage/end)
Shadow Maul (Six slotted for accuracy/damage/end)
Touch of Fear (Six slotted with Glympse of the Abyss)
Midnight Grasp (Six slotted for accuracy/damage/end)
Soul Drain (Six slotted for recharge/damage/accuracy)
Dark Consumption (Six slotted for recharge/damage/accuracy)
You might also want:
Confront/Intimidate/Invoke Panic (Presence Pool)
Epic:
Dark Mastery
Weapons
Like I said, for about thirty levels this build played just like a straight up scrapper - and at level 30 I got Invoke Panic and everything changed.
Suddenly about half the villains attacking me were cowering in fear, and it only took one application of Touch of Fear to successfully fear the boss.
Intimidate is a good long range fear when slotted for accuracy, and Confront allows me to play tanker on occasion (though not very well) Taking Dark Mastery over Body Mastery in the epics also allowed me to get a few holds and immobilizes in there.
My first action jumping into a mob is invoke panic, which generally freezes about half the mob in terror (the whole mob cowers on a good day) and keeps the rest in place for my next move - Soul Drain. Then it's Touch of Fear on the boss and whappity-whap whap 'till they're all taking dirt naps. Then on to the next mob.
Another thing I like about these power choices is that I can switch from a Shadow Maul/Whappity-whap build to a buzzsaw build just by switching out my bottom tray. Since I respecced out of Siphon Life (regen secondary FTW!) [EDIT - Just wanted to note that I respecced out of Siphon Life back in the day when it was just a "meh" attack and a "meh" heal. It has since been buffed to awesomeness. Never be without it now. Never.]I just replace that with Touch of Fear in my attack chain and I'm off and punching with Shadow Punch, Air Superiority and Smite. Of course, Three Crushing Impact sets, Two Doctored Wounds sets and Two Glimpse of the Abyss sets give me enough recharge to have just those three attacks gapless, but I throw in Midnight Grasp on the bosses for fun.
Of course, any power from the pools that lets you mitigate/control aggro will help. The stealth pool is an obvious choice, and the fitness pool also falls under this kind of scrapper. I'm still dying to try a whirlwind/Flurry Dark Melee Scrapper. Okay, not really. But it would be funny, right? Okay, not so funny to your team mates, or even to you if you avoid debt. But funny to me. Your choice of a secondary will also greatly affect your pool choices. Dark Armor's Cloak of Fear would be AWESOME for this type of scrapper!
Okay, fair's fair. I've given two other forumites' builds, so here's my DM/Regen:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Fyst: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Shadow Punch
- (A) Accuracy/Damage
- (3) Damage/Endurance
- (15) Damage/Recharge
- (19) Accuracy/Damage/Recharge
- (34) Accuracy/Damage/Endurance
- (46) Damage/Endurance/Recharge
- (A) Healing IO
- (7) Healing IO
- (7) Healing IO
- (A) Accuracy/Damage
- (3) Damage/Endurance
- (15) Damage/Recharge
- (17) Accuracy/Damage/Recharge
- (25) Accuracy/Damage/Endurance
- (34) Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (5) Endurance Modification IO
- (5) Endurance Modification IO
- (A) Accuracy IO
- (A) Heal
- (9) Heal/Recharge
- (9) Heal/Endurance/Recharge
- (17) Accuracy/Damage
- (25) Accuracy/Damage/Endurance/Recharge
- (34) Damage/Recharge
- (A) Heal/Endurance
- (11) Endurance/Recharge
- (11) Heal/Recharge
- (23) Heal/Endurance/Recharge
- (42) Heal
- (43) Recharge
- (A) Accuracy/Recharge
- (13) Endurance/Fear
- (13) Accuracy/Endurance
- (39) Fear/Range
- (40) Accuracy/Fear/Recharge
- (46) Chance of Damage(Psionic)
- (A) Flight Speed IO
- (A) Healing IO
- (50) Healing IO
- (50) Healing IO
- (A) EndMod/Recharge
- (19) EndMod/Accuracy/Recharge
- (29) EndMod/Accuracy
- (29) Accuracy/Damage/Endurance/Recharge
- (40) Accuracy/Damage/Recharge
- (43) Accuracy/Recharge
- (A) Heal/Endurance
- (21) Endurance/Recharge
- (21) Heal/Recharge
- (23) Heal/Endurance/Recharge
- (42) Heal
- (43) Recharge
- (A) Accuracy IO
- (A) Accuracy IO
- (A) Accuracy/Damage/Endurance/Recharge
- (27) Accuracy/Damage/Recharge
- (27) Damage/Recharge
- (31) Accuracy/Recharge
- (45) To Hit Buff IO
- (48) To Hit Buff IO
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Accuracy/Recharge
- (31) Endurance/Fear
- (31) Accuracy/Endurance
- (40) Fear/Range
- (45) Accuracy/Fear/Recharge
- (46) Chance of Damage(Psionic)
- (A) Accuracy/Damage
- (33) Damage/Endurance
- (33) Damage/Recharge
- (33) Accuracy/Damage/Recharge
- (36) Accuracy/Damage/Endurance
- (37) Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Accuracy IO
- (42) Accuracy IO
- (A) Accuracy IO
- (45) Accuracy IO
- (A) Accuracy IO
- (48) Accuracy IO
- (48) Damage Increase IO
- (50) Damage Increase IO
- (A) Run Speed IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:[/u]
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 5.5% Enhancement(Terrorized)
- 8% Enhancement(Heal)
- 48% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 155.6 HP (11.6%) HitPoints
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 4.4%
- 1.5% (0.03 End/sec) Recovery
- 12% (0.67 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 2.52% Resistance(Toxic)
- 16.3% Resistance(Psionic)
Set Bonuses:[/u]
Crushing Impact[/u]
(Shadow Punch)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Smite)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Siphon Life)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Siphon Life)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
(Reconstruction)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Touch of Fear)
- 2.75% Enhancement(Terrorized)
- 25.1 HP (1.87%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Psionic)
(Dark Consumption)
- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
(Dark Consumption)
- MezResist(Stun) 2.2%
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Soul Drain)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Invoke Panic)
- 2.75% Enhancement(Terrorized)
- 25.1 HP (1.87%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Psionic)
(Midnight Grasp)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
The Steam Roller Build:
This philosophy focuses on Unending Low Resisted Damage and speed! It relies on damaging secondaries like Dark and Fire or the damage buff from Shields to supplement the damage in the primary, and really shines with Fire and Shields. It's a bit of a variant of the mini-tank build, but much more focused on damage.
Primary attack recommendations:
Siphon Life (Frankenslotted for damage/rech/acc/heal -yes it's possible to max them all out in six slots)
Smite (Six slotted for Accuracy/Damage/Recharge/Endredux)
Soul Drain (Frankenslotted for recharge/accuracy/damage)
Dark Consumption (Frankenslotted for recharge/accuracy/damage)
Shadow Punch (Six slotted for accuracy/damage/Endredux)
Midnight Grasp (Six slotted for Accuracy/Damage/Recharge/Endredux)
You may also want:
Boxing/Kick/Tough (Fighting Pool)
Hasten - Speed Pool(Three slotted for recharge)
Maneuvers/Stealth/Combat Jumping/Invisibility (One-slotted with Luck of the Gambler +recharge IO's - if you're poor, these are VERY optional)
Stamina
Acrobatics
Secondaries to take:
Dark Armor
Fire Aura
Shields
Wanna be a damage king, but don't want to roll another broadsword scrapper? Want to join the Arch Villain pwnzors' club? Here you go. Slotting for speed and damage over mitigation, you're also relying on secondary synergy to really ramp up the damage on your foes. It's a combination of a buzz-saw build and a mini-tanker build in that it not only relies on the AoE's for damage first, but it also relies on fast filler attacks that do plenty of burst damage.
It's a chaotic and hazardous lifestyle, but VERY scrapperiffic!
IMPORTANT NOTE - NONE of these secondaries has any knockback protection, so expect to look to either acrobatics or inventions. Acrobatics recently got a big ol' nerf, so it's not the end-all and be-all in kb protection that it used to be. When looking to inventions, however, don't necessarily expect to spend alot of influence. The cheapest route you could go is to take Jump Kick. Yup, you read that right. Jump kick. Not only is it pretty and strong (Heh. This one time, I saw this guy Mr. Playskool in Sirens and I's gonna pwnz him, but I saw him use Jump Kick and he gnocked a guy right up into spess. It was so pretty and strong that I camped the hosp and droned noobs instead. Truf) WHoa. WHat? Who was that? GET OUT OF MY GUIDE!
Anyway, you can fourslot Jump Kick...
<.<
>.>
...fourslot Jump Kick with Kinetic Crash and then respec out of it later. Actually, a better idea would be to take and fourslot kick from the fighting pool as a means to Tough, but if I don't include Jump Kick I don't get to make a Jump Kick joke. Other ways are to slot Karma into a defense power, or to slot Steadfast Protection into a resistance power, or to slot the universal travel set "Zephyr" into one of your travel powers.
So here's where I would ordinarily include a forumite's build, but I don't have one to include, so you're stuck with my quickly put-together build for my DM/Fire I'm currently growing. If you're looking for advice on killing Arch Villains, talk to Shred Monkey. (and have you SEEN his videos? Yeowch) If you just want a build real bad, here's a real bad build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Gaslight: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Smite
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (15) Crushing Impact - Damage/Recharge
- (19) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Damage/Endurance/Recharge
- (50) Recharge Reduction IO
- (A) Titanium Coating - Resistance/Endurance
- (5) Aegis - Resistance/Endurance
- (13) Resist Damage IO
- (39) Resist Damage IO
- (A) Cleaving Blow - Damage/Recharge
- (3) Multi Strike - Damage/Recharge
- (11) Scirocco's Dervish - Damage/Recharge
- (23) HamiO:Nucleolus Exposure
- (43) HamiO:Nucleolus Exposure
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance/Recharge
- (15) Crushing Impact - Accuracy/Damage/Endurance
- (19) Crushing Impact - Damage/Recharge
- (36) Crushing Impact - Accuracy/Damage/Recharge
- (A) HamiO:Nucleolus Exposure
- (9) HamiO:Nucleolus Exposure
- (9) HamiO:Golgi Exposure
- (11) HamiO:Golgi Exposure
- (34) Hecatomb - Damage/Recharge
- (43) Doctored Wounds - Heal/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (48) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Titanium Coating - Resistance/Endurance
- (17) Impervious Skin - Resistance/Endurance
- (17) Resist Damage IO
- (39) Resist Damage IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - Chance for +End
- (A) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Armageddon - Damage
- (25) Armageddon - Damage/Recharge
- (25) Armageddon - Accuracy/Damage/Recharge
- (37) Armageddon - Chance for Fire Damage
- (40) Armageddon - Damage/Endurance
- (A) Cleaving Blow - Accuracy/Recharge
- (27) Multi Strike - Accuracy/Damage
- (27) Adjusted Targeting - To Hit Buff/Recharge
- (48) Adjusted Targeting - Recharge
- (48) Recharge Reduction IO
- (A) Multi Strike - Accuracy/Damage
- (29) Multi Strike - Damage/Endurance
- (31) Multi Strike - Damage/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (31) Scirocco's Dervish - Damage/Recharge
- (39) Multi Strike - Accuracy/Damage
- (43) Multi Strike - Damage/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (33) Crushing Impact - Accuracy/Damage/Endurance
- (33) Crushing Impact - Damage/Recharge
- (33) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Accuracy IO
- (A) Aegis - Resistance/Endurance
- (42) Titanium Coating - Resistance/Endurance
- (42) Resist Damage IO
- (42) Resist Damage IO
- (A) Defense Buff IO
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:[/u]
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 2.5% Defense(Fire)
- 2.5% Defense(Cold)
- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 3.13% Defense(Ranged)
- 5% Defense(AoE)
- 54% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 85.3 HP (6.37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 4% (0.07 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:[/u]
Crushing Impact[/u]
(Smite)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Healing Flames)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Shadow Punch)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Jumping)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Super Jump)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Dark Consumption)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Blazing Aura)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Soul Drain)
- 2% DamageBuff(All)
(Consume)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Burn)
- 10% (0.56 HP/sec) Regeneration
(Burn)
- MezResist(Sleep) 1.65%
(Midnight Grasp)
- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Temperature Protection)
- Knockback Protection (Mag -4)
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Inventions and You - Some Ideas to Consider:
First off, a word about purple sets – these are only available to level to level 50 characters, and give awesome bonuses. They are also extremely rare and expensive. More to the point, they are not covered in this guide. If you have the luck and/or influence to obtain a purple set, slot it wherever the heck it fits – it’s worth it.
Okay, the invention system is extremely useful for characters of all levels, but what level you are determines what the invention system is useful for. For example, somewhere around level three or four you should get your first piece of invention salvage. If you're lucky - and you likely will be - it will be a luck charm or some other highly sought-after nugget. March that puppy right up to Wentworth's and put it on the market for 1 influence. This one sale will likely fund your enhancement purchases all the way to level twelve, when you switch to Dual Origins. In the meantime, you've sold all your other salvage and should have enough at that point to buy a full compliment of those. Then you start saving for level 22.
Get me? The invention system is very useful for MAKING MONEY until you get somewhere above level 35. Oh, sure you might get the occasional lucky drop from a Task Force and want to craft it, or you'll find a cheap set that will help you out alot, but those are the exceptions to the rule.
One note I want to add - the common level 15 IO enhancements are better than DO enhancements, so you'd be well advised to craft and slot those as they drop until you get to level 22, then REPLACE them with Single Origins or cheap sets until you hit level 35.
THEN you get past 35, have some money to spend, and want to trick your Dark Scrapper out a little. Alright. NOW we're talking.
Now, with inventions there are two approaches - set bonuses and frankenslotting.
Generally, the set bonuses I recommend chasing for Dark Melee are Recharge Time and Accuracy. With recharge time you can't go wrong, because it lets you keep that foe accuracy debuff stacking more frequently, and Accuracy is a big plus if you take Shadow Maul, I can tell you! Regeneration is great for Willpower and Regen scrappers, as are increases to hit points. I tried once, and managed to add about 180% regeneration with set bonuses, but it cost some in other areas. YMMV.
Why no damage? Well, damage bonuses are nice when you can get them, but Dark Melee is a DoT set, and you really won't see enough of a difference to justify the cost, in my opinion.
A word on frankenslotting: One of the easiest mistakes to make when frankenslotting any power is to not pay attention to just how much a given invention enhances each aspect of your power. DO THE MATH. I hate math, too, but if you don’t take the time, you could end up actually enhancing your power less than if you’d just stuck with SO’s. (Experience talking, here. Do the math.)
Now, having said all that, I want to cover some powers individually and give as broad of a recommendation for each as I can, because some really creative things can be done with inventions - if, of course, ya gots the dough.
Shadow Punch/Smite
Okay, these powers are effective toHit debuffers and attack chain fillers, but the damage (at least on Shadow Punch) isn’t necessarily exciting, right? Well, these are two of the most frankenslotted proc-monster candidates across the board of tier one scrapper attacks.
If you’re slotting for set bonuses, I’d recommend the +recharge and +acc from Crushing Impact from the melee sets. Slot five of them and a proc. Sure, you could go for a damage proc to increase its damage, but for controllery flavor and a cheap budget you might want Dark Watcher’s Despair chance for recharge slow or Deflated Ego chance for Recovery Debuff. A word of warning, though. If you do slot one of those two, it’s an all-or-nothing proposal. In other words, if you slot it here, slot it elsewhere, and plan to make it a big part of your attack strategy through increased recharge and AoE slotting. Get me? The more chances you have for one of these non-damage procs to go off, the better chance you have of having a SEMI-effective side-strategy that you’ll actually notice.
Notice I capitalized SEMI. Yeah. Those procs I mentioned are nice and all, but don’t gimp your slotting to fit them in. No matter how effectively you can play the proc odds, you’ll never be effective enough slotting that way. Just think of them as a nice background bonus.
Not everyone slots for recharge and accuracy, however. Some people prefer to slot for added damage. This was eloquently summed up on the forums as: Dude you are a melee dmg not a range blaster nothing more nothing less, get over it. Build yourself for dmg or roll a tank...
Nothing wrong with that. Mako’s Bite is a good set that buffs the power’s damage and general damage by 3%, slot the four of them for accuracy/damage and endurance, put two damage IO’s in the slots remaining and call it a day. However, if it’s more damage you’re after, I have a feeling you’ll get far more damage from these two by frankenslotting. Just saying.
SR types might want something different, however. Quickness gives extra recharge that goes well with extra recharge bonuses, but it also gives extra movement speeds, and with the tightness of a DM/SR build they often go without travel powers. Never fear, my dodgy friends! Siphon Insight from the Accurate toHit debuff sets gives you an extra 4% movement bonus with only two enhancements! Slot the toHit debuff and Acc/toHit debuff for extra secondary uberness and use the remaining three or four slots as you wish. Six-slotting Siphon Insight into Shadow Punch will also give you a few more percentage points of AoE and Melee defense towards that soft cap if you don’t mind taking a hit in its damage, too. With enough recharge, you won’t even need the power as anything but a set holder.
Willpower scraps might want a couple Pounding Slugfests in here for the 8% Regen bonus, as well.
Touch of Fear
My favorite thing to put here is six slots of Glimpse of the Abyss, however, don’t ignore the 11% toHit debuff that goes with it. I’ll insert another plug for Siphon Insight here for the /SR types, though.
Shadow Maul/Dark Consumption/Soul Drain
The best PBAOE set influence can buy from what I hear is Obliteration. The most expensive set influence can buy, not counting Armageddon. (The set, not the battle)
I personally would LOVE to have this set slotted, but I invested all my influence in steam boots. Cornered the market on them for about five minutes. Then approximately 25,367 people got them in lucky drops and the prices plummeted. Had to offload all five truckloads to the Nemesis R&D department, and boy oh boy were they mad when they found out they didn’t do anything.
But I digress. If not going for Obliteration or Armageddon, I’d recommend frankenslotting these.
::Nudges the DM/SR crowd:: Two Siphon Insights in each and the remaining four slots frankenslotted + Quickness=um… add in slotting… um… carry the four…. Um… Hella fast.
For Willpower I’ll also add that slotting two from Scirocco’s Dervish adds 10% Regeneration to stack with Rise to the Challenge.
Siphon Life
Like the pretty color? Yeah, Siphon Life is now the uncontested GEM of the Dark Melee set, but to truly appreciate the value of this you need to frankenslot it. There was a great thread in the scrapper forums that gave all kinds of awesome slotting for this power, and I’ll preserve some of the ideas from that thread here for posterity’s sake.
Werner had a great – but expensive – way to maximize this power:
For most builds, I'd suggest more damage and accuracy. Cost no object, maybe something like: 53 Nucleolus x2 53 Golgi x2 Hecatomb dam/rech Doctored Wounds heal/rech 76% accuracy 96% damage 76% endurance discount 95% heal 60% recharge |
53 Nucleolus 53 Golgi x2 Mako's acc/dam/end/rech Hecatomb dam/rech Doctored Wounds heal/rech 57% accuracy 88% damage 92% endurance 95% heal 77% recharge |
Hecatomb Acc/Dam/Rech, Dam/Rech Crushing Impact Dam/Rech (49, I happened to have it laying around) Golgi Doctored Wounds Heal/Rech Numina's Heal/Rech 84.3% Damage 84.7% Healing 26.5% Accuracy 100.8% Recharge 33.3% EndRedux 4% Recovery |
Crushing Impact Acc/Dam/Rech, Dam/Rech Numina's Heal/End, Heal/Rech, Heal/End/Rech Damage IO 21.2% Accuracy 88.07% Damage 47.7% End 73.78% Heal 91.78% Rech 12% Regen 25.1 HP 2.2% Immob resist ![]() |
This one's definitely geared more towards survivability than damage, but 71% damage isn't too bad. Numina heal, heal/rech, heal/end/rech Mako acc/dam/end/rech, dam/rech, acc/dam 45% accuracy 71% damage 40% endurance 88% heal 90% recharge 12% regeneration 45 hit points |
Mako's: ACC/DMG/END/RCH CI:ACC/DMG/RCH, ACC/DMG/END, DMG/END/RCH 2 Gen lvl 50 Heal IOs 60.95% ACC/RCH/END 80.94% DMG 83.82% HEAL +1.12% HP as a set bonus |
Crushing Impact - Damage/Endurance/Recharge: Level 50 Crushing Impact - Accuracy/Damage/Recharge: Level 50 Crushing Impact - Accuracy/Damage/Endurance: Level 50 Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50 Touch of the Nictus - Healing: Level 50 Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50 Acc: 63.60 Dmg: 63.60 End: 63.60 Heal: 88.07 Rech: 68.90 Plus decent set bonuses: 1.13% HP 1.88% HP 9% Accuracy |
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Closing: The Dark Scrapper Nuke
Before I wrap this up, I have to share this one tip for when you get your twelve month reward (**wink** - choose Sands of Mu. Trust me.): When playing with a herding tanker, let him get all the enemies clustered around him in a tightly packed herd before charging in. Then run up to the edge of the herd and hit Soul Drain, Sands of Mu, and Shadow Maul in that order. Red numbers just go flyin' and nine times out of ten most of the mob will be dead when you're done.
And for added lol fun you can also shout "SCRAPPER NUUUUUUUKE!!!!!!" in capitol letters over the team channel just before you rush in. This will paralyze all the blasters on the team with laughter just long enough to allow you to get this little gem of an attack chain in before they steal all your kills by firing off their - you know - REAL nukes.
Okay, so that's it! If you read this far, you get a cookie and a gold star.
Eat the cookie.
Not the star.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Lol..Nice guide. The first hero I went to 50 with was a DM/Regen Scrapper. I am thinking about a DM/Shield one after I finish my BS/Regen.
Funny stuff.
�The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion."
@Mr. Magnifico
Great read I'm working on a dm/regen scrapper now in between farming prestige for my SG (yeah right lol) with my fm/sd scrapper. But I do like the recommended stuff and I really liked the Batman homage, I do see some changes I want to make (attack fillers) after reading this. Thanks!
www.paragonianknights.com
Prestige Award
My DA page
@Fire Chief
Nice guide.
DM/Regen was my very first lvl 50 way back in Nov 2004 and this guide not only brings back fond memories, it makes me want to dust him off, rethink how i would respec him now, and what frankenslotting techniques would benefit him best.
Your guide is a great help, and while I will deviate from it on occasion, I now have a better idea of how to build my toon. Thanks
I applaud any who read and examine every build in this dissertation of a guide
Could you find the time to fix the formatting after the board changes? I really am curious about your Dark/Fire build, but I'm having a very hard time reading it. Also, the Mids' datalink is broke.
Nice guide.
My Dark Melee scrapper is /Super Reflexes for the secondary. This is a nice combo as well. Super Reflexes becomes even tougher when you throw in the to hit debuffs that almost every attack includes. Mine is a semi-buzzsaw build but mostly built for survival. Reflexes, in turn, benefits a lot from Dark Consumption. Shields is also worth a look, and it will have similar build requirements.
Air Superiority works well into a buzzsaw attack chain as well. My brute and tanker use this.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Before I start, a quick bow of the head:
Gamemaster, yours was the first guide I read to Dark Melee back when I first rolled Fyst, and one I still refer back to - thanks for an awesome body of work. Cinderblock, your guide helped me put it all together with respect to how it worked with /Regen. Thanks for that.
I had tons of help writing this guide, and thanks go out to Senith, Brokenprey, Anarchangel, Potence, ClawsandEffect, Super Duper Man, Cyber Naut, Madame Pistacio, Krytical, Potence, Jack Nomind, John Printemps, Aliana Blue, and everyone else who gave feedback on it.
I also used quotes from a great thread on Siphon Life that included advice from Werner, Aliana Blue, BrandX and Shatterspine - thanks folks for a thread so awesome it was like a mini-guide all on its own.
Special thanks to Lord_Inghalli and Desmodos for giving me permission to include their builds as examples in this guide, and for all the feedback and support they gave.
Lastly, but definitely not least, I want to give Sarrate MAJOR props and thanks for the detailed read and advice. Not only was the advice helpful, but major errors were caught and fixed. Thanks HUGELY for the help!
So yeah. This isn't necessarily my guide to Dark Melee so much as it is our guide to Dark Melee. If it's good, it's because these people made it good.
Thanks, folks.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies