DM/Shield help
Hi Sole!
Ahh I don't mind sharing my builds at all. It's always good to have other people look them over too, maybe they can be improved ya know.
The open slot in tough is for the PvP Gladiator unique that works like the Steadfast unique adding 3% defense.
Phalanx Fighting does grant the base value defense solo.
Good luck!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Saint October: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body 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%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(33), Numna-Regen/Rcvry+(34)
Level 6: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(11), Nictus-Heal/HP/Regen/Rchg(21), Mako-Acc/Dmg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/Rchg(25)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(27)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15), Zephyr-ResKB(17), HO:Enzym(19)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27)
Level 24: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(29), P'Shift-End%(31), P'Shift-EndMod/Rchg(34)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37), Empty(46)
Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(40), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), EndRdx-I(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(42)
Level 38: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-End%(50)
Level 41: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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I've actually never noticed my defense go up when allies are close with Phalanx Fighting
My personal opinion delay grant cover until later I did not take it until 49 and even now I rarely use it
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
[ QUOTE ]
I've actually never noticed my defense go up when allies are close with Phalanx Fighting
[/ QUOTE ]
Look again it does work.
[ QUOTE ]
I've actually never noticed my defense go up when allies are close with Phalanx Fighting
[/ QUOTE ]
I've noticed..... on the 2 or 3 times total I've actually had an ally close enough. I monitor my defense with the combat attributes monitor. I never ever rely on anything but the base defense in PF and it never ever gets any additional slots. It gets a LotG +7.5 in base slot and thats all its worth.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I have a fully io'd DM/SD and i rarely have it run out of end now mind you i am fighting in crowds of 54 ae bosses its too bad i cant solo the mobs alone.
[ QUOTE ]
I have a fully io'd DM/SD and i rarely have it run out of end now mind you i am fighting in crowds of 54 ae bosses its too bad i cant solo the mobs alone.
[/ QUOTE ]
Spend Two Billion on it, then you will
[ QUOTE ]
[ QUOTE ]
I have a fully io'd DM/SD and i rarely have it run out of end now mind you i am fighting in crowds of 54 ae bosses its too bad i cant solo the mobs alone.
[/ QUOTE ]
Spend Two Billion on it, then you will
[/ QUOTE ]
It's True!
I'm a Glad's Armor unique, Panacea unique and 2 Hami-O's short of finishing my DM/SD.
And I have to say, LOVE IT!
@Mojo-
Proud Member of Fusion Force.
i saw you just the other day mojo
Oh nice! Yeah look me up anytime, I'm always doing random TF's and whatnot.
@Mojo-
Proud Member of Fusion Force.
Power,
I'm looking at your build and I'm curious,
how do you know to build that way?
Do you have ideas before you start with Mids?
Do you basically know how you are going to achieve lets say soft capped defenses vis a vis what powers you are going to take so you can slot x sets to get what you want ?
Or is it more a case of tinkering with Mids until you have what you want and then tinkering until you have made sure there is no better way to get there?
I'm a total noob at set slotting so please don't read anything snarky into what I ask. I really am just asking so I'll understand better. I don't have any agenda and am not subtly mocking anyone.
Boxing 5 slotted rather than shadow punch?
Howcome?
Is it that its more efficient to your ultimate goal because you need tough and the damage is close enough to SPs that theres not much in it and you need the powerchoice for something different?
Im basically trying to understand when it comes to building an amazing IO'd character what are the compromises you make that tend to yield a stronger character?
Or maybe you already know you are going to have enough recharge that boxing is just a slot mule and you wont be using it, you will be using SM, MG Smite and siphon. was it that? and how did you know that you wouldnt need boxing but would need it to slot it that way?
For instance I have an MA/Shield and took and slotted boxing for concept reasons but was thinking hard about taking thunderkick instead since it does more damage and can take the same sets, I would be willing to bet that you didn't choose boxing for concept reasons (drat that sounded snarky I dont mean it to) I think you chose it as a means to an end.
Hmmm you slotted amaze which is stun, what was that for? (Damnit that sounds snarky too! Don't read anything into that, I just don't know and want to understand better)
And Hammi Os, what is it that makes you decide to go for those as opposed to IOs from a set or 2 IOs from 2 different sets?
Anyway thanks for any insights you can share. It's much appreciated.
Feel The Burn
Here's my DM/Shields. It's got fewer purples than Powerforge's, so would be a bit cheaper.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dark Shield: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/Rchg(17), Hectmb-Dam%(34)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(34), S'fstPrt-ResDam/Def+(43)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(31)
Level 6: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(11), Mrcl-Heal(48), RgnTis-Regen+(48)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), Mako-Dmg/EndRdx(9), Mrcl-Heal/EndRdx/Rchg(11), Mrcl-Heal(13), Mrcl-Heal/EndRdx(13)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Combat Jumping -- Winter-ResSlow(A), Zephyr-Travel(40), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(45)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(39), Numna-Regen/Rcvry+(40), Numna-Heal(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(37), P'Shift-EndMod/Rchg(46)
Level 22: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg(34), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/Rchg(50)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg
[ QUOTE ]
Power,
I'm looking at your build and I'm curious,
how do you know to build that way?
Do you have ideas before you start with Mids?
Do you basically know how you are going to achieve lets say soft capped defenses vis a vis what powers you are going to take so you can slot x sets to get what you want ?
Or is it more a case of tinkering with Mids until you have what you want and then tinkering until you have made sure there is no better way to get there?
I'm a total noob at set slotting so please don't read anything snarky into what I ask. I really am just asking so I'll understand better. I don't have any agenda and am not subtly mocking anyone.
Boxing 5 slotted rather than shadow punch?
Howcome?
Is it that its more efficient to your ultimate goal because you need tough and the damage is close enough to SPs that theres not much in it and you need the powerchoice for something different?
Im basically trying to understand when it comes to building an amazing IO'd character what are the compromises you make that tend to yield a stronger character?
Or maybe you already know you are going to have enough recharge that boxing is just a slot mule and you wont be using it, you will be using SM, MG Smite and siphon. was it that? and how did you know that you wouldnt need boxing but would need it to slot it that way?
For instance I have an MA/Shield and took and slotted boxing for concept reasons but was thinking hard about taking thunderkick instead since it does more damage and can take the same sets, I would be willing to bet that you didn't choose boxing for concept reasons (drat that sounded snarky I dont mean it to) I think you chose it as a means to an end.
Hmmm you slotted amaze which is stun, what was that for? (Damnit that sounds snarky too! Don't read anything into that, I just don't know and want to understand better)
And Hammi Os, what is it that makes you decide to go for those as opposed to IOs from a set or 2 IOs from 2 different sets?
Anyway thanks for any insights you can share. It's much appreciated.
[/ QUOTE ]
Just a few comments:
1. Boxing over Shadow punch because A) You need it for Tough/Weave and B) It takes the stun purple set.
2. The hami-O's each give you 20% resist/def and 33% Endurance, slotting two will get you ~40% resist/def and 66% end. Slotting two Res/End IO's will give you less benefit for the slot. Some of those hami-O's are expensive so the alternative is to just use IO's.
3. With a high enough +recharge in the build, the attack chain is actually Smite > Siphon Life > Smite > Midnight Grasp, shadow maul is technically a set mule as well.
@Mojo-
Proud Member of Fusion Force.
*silly double post*
I'll be sure to post mine when I get home, I took power's and extrapolated a bit. (in one case, I took out the armageddons just to make the build 700mil influence cheaper, haha)
@Mojo-
Proud Member of Fusion Force.
We know how to build that way because we have a lot of experience building. We know what powers to choose, we know what sets are good for which things, so we can pretty quickly throw together something that's in the neighborhood of what we want. That's when the tinkering starts, and it can go on for a long time.
For Boxing, yes, you pretty much know you're going to want Tough and Weave. Slotting Boxing as a set mule is to me a choice of last resort, since it uses so many slots, but it is one way to get that last 10% recharge that you need.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Knowing that it is technically an exercise in futility since there are many paths to Uberness, but also expecting that even though there are different paths, there will be a lot of common ground that must be trodden along the way, are there any broad strokes guidelines or tips gleaned from your experience that you could pass along?
I know thats an impossible question because the logical thing you would have to do is get specific and ask Tips on what? Recharge? Def? Endurance?
But if you look at it slightly differently, I would be willing to bet (based on having no experience doing so myself, talk about Hubris!) that based on your experience you have already answered a lot of those questions before you build your characters. In my minds eye I'm seeing you crack your knuckles in front of the keyboard and go "Muahahahaha (okay the muahahahaha is optional) It is time to build my greatest creation; Werner the Terrible, the most vicious (insert scrapper primary and secondary) ever yet conceived by Mortals!"
"He will be a virtually invincible God of Destruction, destroying AVs and + 5 mobs with equal ease". E/ Opens Mids. "Lets see I know I'm going to need recharge so I'm going to have to some IO set X because they are the most efficient, which means I'll need Power Y to put the set into". "And I know he needs to get to or close to the soft cap so hes going to need these pool powers which means he will probably have to lose that primary or secondary power (but lets see if we cant do it without losing anything first) etc.
So based on that scenario (again the Muahahaha, beakers full of boiling uber essence, Jacobs ladder devices and torches are optional) are there any bits of wisdom regarding the basic prerequisites of a great build that you would be comfortable passing on?
Feel The Burn
Well, I can probably fill it a lot of the broad strokes I would make in my first iteration of a build. Keep in mind that I mostly deal in the crazy expensive top end builds, so some of the specifics won't apply more generally.
Basically, your goal is to do damage. To keep doing damage, you must be able to survive and to not run out of endurance, but the first thing to look at is how you're going to do damage.
So the first thing I look at is my attack chain. I pretty much have a library of the chains I would use and what they require, so it's easy for me I just browse my library. I know that if I'm going to use the Broad Sword with a less defensive secondary, I'm probably going to want to chain Head Splitter -> Parry -> Disembowel -> Hack -> Parry. I know I want that chain because I believe it's the highest DPS chain that double-stacks Parry. Then I look up the required recharge, and I've got a good idea what I'm facing for both power choices (do I need Hasten?) and set bonuses.
To do the same thing with less experience, just ask the question on the boards what are the best chains for a given primary, why are they the best, and how much recharge do they require? Or if you can get more specific about your needs for taking down an AV with no inspirations or for destroying crowds of minions, that's even better.
The attacks that require the most recharge usually get a purple set with all but the damage. If I find later that I have enough recharge, I'll swap out the damage/recharge and pick up the straight damage. Or I might move the purple set to an attack that doesn't need the recharge but is used more frequently and can therefore benefit more from the purple damage proc.
If you want to do some AoE, as most team builds probably should, then you'll also want to pick up some AoE attacks. I normally skip that part since I mostly solo and gear my builds towards big game hunting.
Then you're looking at your survivability. If your secondary is capable of it within your budgetary constraints, you're likely to want to soft cap one or more types/positions of defense, ideally either a full set of positional defense or a full set of typed defense. That's your primary goal, though you also have to always make sure you have enough recharge to run your attack chain (and preferably have a little extra for when you're slowed). I pretty much always take Tough and Weave in my first pass, and they usually end up staying. If you don't have a heal, and you are anything but Willpower, and you want to do any no inspiration challenges, you'll want to pick up Aid Self.
As for figuring out which sets offer which bonuses, I just use the set bonus finder in Mids'.
There are also some uniques that always go into the first pass at a build Kismet, Steadfast Protection, the... uh... other 3% defense unique (Gladiator's Armor?), Numina, Miracle, Regenerative tissue. That might be it. Also, you want the Regenerative Tissue and Numina uniques to be in a passive or toggle that has the highest +health enhancement bonus in it (unless you six slot Numina, which will limit your options in that regard).
For a no inspiration challenge build, you have an additional big concern endurance. I would generally slot a set of Performance Shifters with the proc. Between all the uniques and the Performance Shifter, most builds in most situations will be fine. But no inspiration challenges are a bit different, and will likely require further tuning to reduce endurance costs and increase endurance recovery. In a high recharge build, Conserve Power is often a great help.
I would also want Tactics or Focused Accuracy because I hate missing, and because they make a good home for the Gaussian set with its +2.5% defense to all set bonus.
You also slowly pick up a long list of tricks that you can use for certain outcomes, such as slotting out Boxing for the recharge bonus, or slotting ranged powers with three Apocalypse and three Devastation for +5.25% hit points per power if your build needs hit points, or putting a stealth IO in sprint and clicking it on and off for two minutes of stealth.
Well, that's what I'm thinking of for now. Someone else may be able to give some other general suggestions.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Werners pretty much hit it on the head, but he also makes the basic assumption that its so that you can go solo and hunt AVs.
But what I'd suggest is taking a bit of time early on, perhaps even before rolling the character to think about where you want the character to shine.
large mobs of minions? Spines/Dark (or fire)
AV killer? DM/SD
ITF? go /Inv
Hami raids? get the Flight pool.
and so on, and so on.
It's important to say that there are no bad scrapper sets, but they can go together a lot of different ways, and some compliment better than others.
Likewise some sets are obvious about where they should go, others not so much (ie Shields should aim for the positional softcap, but what about DA?)
And at the end of the day it comes down to a mix of just playing the sets, getting a feel for them, and tailoring not only to the strengths of the sets, but with a strong view for where you'll be using them most.
It's mostly what I've done, and I've made a fair few mistakes along the way, but then I'm not a huge numbers guy, and mids just won't tell you how things will play out in the game (some things, like Oppressive Glooms effect on survivability, just aren't easily quantified) So it really is best just to get out there and try stuff.
you won't always get it right, but then thats the best chance to learn (and why there are so many Respecs available)
But yeah, overall, it all starts long before you begin the slotting, and is more about understanding the sets underlying strengths, and doing the best to build up the strengths they have, while covering any glaring holes.
As CoH becomes progressively more casual for me after four plus years, my builds are a bit more relaxed. I start with an SO build and branch off from there. If I'm going to wait to slot sets until the mid 30s I want to enjoy the trip there.
Then I typically pick either one weakness or strength to enhance as my primary goal; keeping in mind I do not want to lose any effectiveness from the SO build. No point in being unkillable if I can't do damage myself. For SR I aimed for the soft cap to positional defenses. I typically try to get there as cheaply as possible. I spread my attention across a lot of alts so having a lot of better than average builds is nicer than one or two uber builds.
I start up a build and add in the powers I know I'll want and the minimum slotting for them. I look at how many slots/powers choices remain and estimate how to get to my goal. With SR, I initially used Tough with a Steadfast Unique and Weave to soft cap; I have since gone with slotting more sets that give plus defense. Things I sacrificed to do that would be other set bonuses like accuracy, plus damage, and recharge and also it limited my slotting choices. What I gained were extra power picks. I'm not near an AV soloing attack chain, but I can do either single target or AoE.
I also will pick concept/fun over effectiveness (taking Air Sup and Fly might yield lower totals than CJ/SJ); but I like using Fly. I also peak at a lot of the builds posted on the forums. Seeing how people going for high recharge also get defense can give some useful ideas. I don't end up all fancy, but when I can soft cap an alt I don't play much for 100 million it's a fair return on investment.
Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA
After 5 years and 4 Months, I have thus far gotten 1 character to level 50! Go me.
So I'm the text book definition of a casual player (I love it but cant play as often as I'd like) coupled with being an unrepentant Altoholic. I love my concept characters and have been known on more than one occasion to start a level 30 over again because I thought a different powerset would have suited him better. So I have been happily playing with SOs and then generic IOs, but now I want a some of my Characters to be Awesome, to be able to stand up to the AVs I see in ouro missions or AE missions.
So I guess Im trying to get as much information as I can about how best to do it.
So Rules of thumb like in general 5 slot rather than 6 slot attacks unless there is a really good reason for it and here are the really good reasons you might want to 6 slot
are going to be most appreciated.
Feel The Burn
Oh my God Werner!
You guys so play at a different level than I do! I'm still just mashing the attacks when they recharge!
Sigh, so much to learn.
The thing is, even though I'm sure it sounds like I am, I'm not a complete Noob, I do well on the teams I'm on and have had quite a few people global friend me so they can play with me again (only playing once a week frequently means that we dont actually do so very often but still they wouldnt global me If I sucked)
So its not like I'm hopeless, no one has ever sent me a quiet little tell saying "no offense but you seem a tad gimped, how are you slotted?"
But it seems like theres another level I could aspire to and being me, I want to get there.
So when you make, lets say a DM/SD you already know what your end game attacks are going to be?
Do you have intermediate chains for different stages of development?
How do you figure out whats the best chain for your level, the attacks you have and your recharge rate?
I know probably the best way is to just ask on this forum, but I'd like to understand it a bit better so I can ask the question along the lines of
"Im level X, strictly SOs no hasten, I think me best attack chain would be X, Y and Z, would anyone care to confirm?" rather than
"whats the best chain for BS?"
Feel The Burn
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So Rules of thumb like in general 5 slot rather than 6 slot attacks unless there is a really good reason for it and here are the really good reasons you might want to 6 slot
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Well, my rule of thumb is the opposite. If an attack is worth using, it's worth 6-slotting. My attack philosophy is that it's better to use a few great attacks than a lot of mediocre attacks.
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You guys so play at a different level than I do! I'm still just mashing the attacks when they recharge!
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If it's any consolation, I level up using mostly SOs, and I'm just mashing my attacks as they recharge on most of my lowbies. The normal game is simple enough that I just go out there and play rather than crunching the numbers. I generally frankenslot and try to get a decent attack chain going in the 30s sometime, and call that good until 50.
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So when you make, lets say a DM/SD you already know what your end game attacks are going to be?
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Yep. Before I even select my primary and secondary, I know what they're capable of and basically how they get there. On a Dark Melee/Shield Defense, I know I'm going to be chaining Smite -> Midnight Grasp -> Smite -> Siphon Life. I've done it so often that without even checking, I know that will require something like +234% recharge (close, +234.22%, which I should round up, not down). That means Hasten so the Speed pool. I get a heal from my attack chain, so I don't need Aid Self. I'll need Fitness, I'll want Fighting for the resistance and to get me closer to the soft cap. Then I'll need to make the hard choice of convenience (Leaping) or more power but with endurance and travel problems that need to be solved (Leadership). I'd probably start with Leadership and then back off if I can't manage the endurance. I'll want Shadow Maul for AoE, but might find I won't be able to fit it in, so it'll go in last. My first pass will be a purple set in Midnight Grasp, but I'd like to move it to Smite if I can, because I'll get more use out of the purple proc that way. My first pass will probably involve slotting some Luck of the Gambler sets in my defenses, because I need lots of recharge, which means Luck of the Gambler globals, so I'm one IO into those sets already. I'll probably slot three or four in each defense, as that is where I usually end up. I'm expecting endurance problems, plus I'm trying to buff defense, so I'll put a full Performance Shifter set with the proc in Stamina, which I think gives me some defense bonus (yep, 3.13% AoE). And so on and so forth, and all of that floating around in my mind before I even touch Mids'.
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Do you have intermediate chains for different stages of development?
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I'll generally have SOME sort of chain by the mid 30s. Chances are good that it won't be the same chain as I'd use on a completely IO'd out build. Sometimes I'll have one much earlier. Sometimes I just mash attacks as they recharge.
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How do you figure out whats the best chain for your level, the attacks you have and your recharge rate?
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Basically speaking, I took the numbers for average unslotted damage, endurance consumption, activation time and recharge time and plugged them into a spreadsheet. The spreadsheet does account for Arcanatime (i.e., if an attack SAYS it activates in 1.33 seconds, it will actually take up (roundup(1.33/0.132)+1)*0.132 = 1.584 seconds in an attack chain, so THAT is the time of greatest interest. Make columns for DPS, DPE and EPS. Make notes next to the attacks if they have secondary effects or are AoEs. Now look at what you have. You'll see a big range in the DPS. You generally want the higher DPS attacks, but often, some are only available at higher levels. That's a problem for low level chains. For that matter, so is endurance consumption and all sorts of stuff. I guess that's why I don't worry about it until I'm in the 30s, all attacks are available, Stamina is slotted up, and I'm ready to frankenslot to carefully balance my recharge with my endurance consumption. Anyway, once you have the basic numbers, it's mostly a matter of trial and error. Just keep making guesses as to what a good chain might be. Plug it in, add up the damage and Arcanatimes, and get the total DPS and EPS. For recharge, add up the Arcanatimes of the attacks between each activation of the attack of interest. The required recharge TIME is just that total, while the required recharge enhancement is unenhanced recharge time / necessary recharge time 100%.
And I suppose that points out something else. I am NOT trying to figure out the best chain for the attacks I have and my recharge rate. I am specifically choosing attacks and tailoring my recharge rate to run the best chain. If I can't run the best chain at an attainable level of recharge (for my current budget, usually very low while I'm leveling), then I'll run the next best, or whichever one I can run. But I'm working towards a very specific chain, not just picking and slotting attacks and then seeing what I can do with them.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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Power,
I'm looking at your build and I'm curious,
how do you know to build that way?
Do you have ideas before you start with Mids?
Do you basically know how you are going to achieve lets say soft capped defenses vis a vis what powers you are going to take so you can slot x sets to get what you want ?
Or is it more a case of tinkering with Mids until you have what you want and then tinkering until you have made sure there is no better way to get there?
I'm a total noob at set slotting so please don't read anything snarky into what I ask. I really am just asking so I'll understand better. I don't have any agenda and am not subtly mocking anyone.
Boxing 5 slotted rather than shadow punch?
Howcome?
Is it that its more efficient to your ultimate goal because you need tough and the damage is close enough to SPs that theres not much in it and you need the powerchoice for something different?
Im basically trying to understand when it comes to building an amazing IO'd character what are the compromises you make that tend to yield a stronger character?
Or maybe you already know you are going to have enough recharge that boxing is just a slot mule and you wont be using it, you will be using SM, MG Smite and siphon. was it that? and how did you know that you wouldn't need boxing but would need it to slot it that way?
For instance I have an MA/Shield and took and slotted boxing for concept reasons but was thinking hard about taking thunderkick instead since it does more damage and can take the same sets, I would be willing to bet that you didn't choose boxing for concept reasons (drat that sounded snarky I dont mean it to) I think you chose it as a means to an end.
Hmmm you slotted amaze which is stun, what was that for? (Damnit that sounds snarky too! Don't read anything into that, I just don't know and want to understand better)
And Hammi Os, what is it that makes you decide to go for those as opposed to IOs from a set or 2 IOs from 2 different sets?
Anyway thanks for any insights you can share. It's much appreciated.
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Hi TerraScorcher!
I'm sorry I didn't see this until tonight. It looks like Werner and the other scrappers have taken care of all the questions you had though.
As an aside Werner is one of my most favorite people here on the boards. I swear ta gawd that guy just gives and gives to the community. OK, man crush out of the way sooo.
How do I know how to build that way?
I don't it's such an ongoing process. Saint's build has changed several times since I killed my first AV. I can tell you that builds are personal things What's good for me may not be good for others. I've found my DM/SD a great challenge to build in such a way as to include everything I want. Builds are about compromises.
I want to address the choice of slotting Boxing directly though.
You're correct that boxing was chosen as a means to an end. In damn near every build I make I want to softcap as much defense as I can and that almost always means Weave. Tough is also usually a strong choice so that means Boxing. Boxing is an attack I don't even need. The best attack chain for DM is Smite>MG>Smite>SL. I have enough recharge to pull that off with no gaps while Hasten is running (it's not perma though so I'll have to suffer while it's down, one of those compromises ). So what to do with boxing? Well in my initial build I did nothing with it. I had the slots placed in Deflection and Battle Agility. The goal was to get that 5% recharge with Red Fortunes. Then one day I'm looking at that and thinking "What else am I getting there besides 10% total recharge? Some mez resistance? Who cares. Some crappy resists and a 2% damage buff? Hmmm there's got to be a better way.
So I muled Boxing and kept my 10% recharge. Then I could change my slots in BA and Def to LotG.
The overall benefit was that I picked up 20% Regen, 30 HP, 24% more Acc, and a 4% Recovery boost.
There may be a way to make even better use of those slots but I feel I lost absolutely nothing useful by muling (is that a word?) Boxing and picked up a few nice bonuses. Most notably the HP and Acc.
Often when I start a build I have goals in mind. Shooting for a certain attack chain, regenning (is THAT a word?) 20+ hp/sec, having my attacks at 195% Acc. But these are all just guidlines. Rarely do I get everything I want.
Knowing what compromises to make really comes with experience with the powersets.
Good Luck!
P.S. I <3 Sarrate too....andPrey...and Umbral..the list goes on and on really! Great community. They even helped me build a Brute of all things!
Hello again all. I recently have been intrigued to try out a DM/Shield scrapper. I went on mids to try out a decent build that I could make. I put all the enhancements in and found that I had a mediocre build. 41 melee/44 ranged/39 aoe defense. I was a little uspet that I couldnt get it soft-capped. So does anyone have a decent build (no price limitations) that is softcapped to at least melee and ranged? If you wouldnt mind posting your build that would be awesome
One last question. Does Phalanx Fighting give a defense increase when alone? Or is the 2.25 base defense only applied when another hero is near?
Thanks a ton guys!
PS.: I know you don't usually do this but Powerforge, would love to see your build
Rendezvous Fire/SR Scrapper 50 (Main), Sole Savior Kat/WP scrapper 50, Papillon Noir DM/SR Stalker 50
Cascavela NW 50