DM/SD + Travel Power questions


ArcticFahx

 

Posted

Hello all!

I've recently started a DM/SD Scrapper, and these are both fairly new to me, as is the Scrapper archtype.

So far, I'm totally loving it.
I was wondering if there were any powers you thought were essential to this build, or some that I should really skip. I'm having a hard time with it, as they all look good.

I have Sand of Mu, so should I take Shadow Maul? Aren't they basically the same thing?

I was planning on taking the Fitness pool, obviously helpful. For travel, I was thinking Teleport, as it's fun and fit's my concept pretty well. But then I like to take Hover with Teleport, as I find it helpful.

Any thoughts are welcome! Thanks!


 

Posted

You can get away with skipping Touch of Fear and Confront, and maybe Shadow Maul in Dark Melee. In Shield Defense you can skip Grant Cover and One With The Shield if you want, you need everything else.

I would go either Combat Jumping/Super Jump, or Hasten/Super Speed (If you go with Hasten/Super Speed I suggest picking up Combat Jumping as well) If you really want to take Teleport I won't tell you not to, but the powers I mentioned here will be more useful in the long run (Combat Jumping and Hasten are much more useful for a scrapper than Recall Friend or TP Foe)

Yes, Shadow Maul and Sands or Mu are basically the same thing. However, Sands of Mu is unenhanceable, while you can enhance Shadow Maul. Sands will never get beyond your base accuracy, which means the higher you level the more often it will miss. I have them both and chain them together all the time. It's not the most efficient chain, but it's fun.

Fitness pool is pretty much required if you want to fight for more than 30 seconds, Dark Consumption will still be useful in long fights.

The Fighting pool is a good one. You can use Boxing to round out your attack chain if you need an extra attack. Tough will help with Smashing and Lethal resistance, which are the most common damage types in the game, or alternately cn be used as a set bonus mule if you'd rather not burn the end running it. Weave will add even more defense on top of Shield's toggles.

Dark or Body would be good Epic pools for you to look into if you decide to take one.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Sands of Mu is *not* a Shadow Maul replacement, especially for /SD, since it also ignores *all* damage buffs (and debuffs, incidentally).


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Sorry if this is redundant, but got interrupted while typing.

Shadow Maul you can enhance for accuracy, damage, recharge, end redux, etc. Sands you cannot. (You can receive buffs from acc and recharge to Sands, but the only damage "buffs" possible are -res debuffs against enemies.)

My current build (31) drops the Taunt and Touch of Fear from the primary and eventually acquires all the secondary, though putting off Grant Cover until late. I am contemplating dropping Shadow Punch for Boxing to pick up Tough/Weave in the 40s, though. My travel needs only require 2 powers (CJ and SJ both 2-slotted for Blessing of the Zephyr's range def bonus; you could do the same with TP), so I'll be picking up Maneuvers where you will pick up Hover.

If you have funds, or feel like marketing up some cash, try adding positional defense IOs (Steadfast res/+def unique, six-slotted Obliterations, Eradications, Scirocco'ses, Touch of Deaths and Makos, and perhaps Red Fortunes, Aegis, and/or Gaussian'ses). It's not hard to have range/melee within one buff (Fortitude, Ice shields or Force Field bubbles, 1 small purple) of the softcap at 30.


 

Posted

I like to take Air Superiority and Fly on my Dark Melee heroes, as DM has fewer direct attacks than other primaries, and it fills the travel power requirement handily.