Conundrum / Play Preference & Options


G_Tanker

 

Posted

Hey scrappers,

I'm trying to decide which of the following toons to build and really sink inf into. Here's the background: I am looking for a melee toon I can really enjoy playing all the time. This means a good mix of sturdiness (defense + resistance), endurance (recovery + healing), and most importantly, damage - with a big leaning to AoE, not single target. I like big teams, farms and general chaos, and I enjoy tanking (albeit I usually don't need a tanker to tank). I love task forces and I prefer to play at 50.

To illustrate some thoughts, I've had a capped fire/invuln/body scrapper for a while and he is fantastic - but a little low in the self healing department and the damage is very good, but not amazing, and of course there's trouble around non-SL. I have a fire/sr scrapper with aid self that is terrific - but a little squishy when the RNG goes the wrong way, and a little light with only one ae attack in FSC, plus no taunt aura beyond FSC.

I'm looking at the following:

Dark/Fire/Pyre tanker with 45.5% S/L and 28.6% ranged def

Spines/Fire/Body scrapper with ~40% S/L and ~30% ranged
Spines/Fire scrapper with ~40% melee and ~30% ranged

Fire/Shield or Shield/Fire/Pyre scrapper/tanker with... no heal?

Thoughts? Pretty much anything I build will need to be near softcap... I'm intrigued by the possibility of playing a spines / fire that's near the softcap for smashing and can actually stand in melee without drawing agro and evaporating, but I worry it's just too squishy. By the same token, my dark/fire/pyre just doesn't quite have the damage I like... a shield/fire/pyre tanker has been suggested, but I have concerns about lack of heal.


 

Posted

[ QUOTE ]
Hey scrappers,

I'm trying to decide which of the following toons to build and really sink inf into. Here's the background: I am looking for a melee toon I can really enjoy playing all the time. This means a good mix of sturdiness (defense + resistance), endurance (recovery + healing), and most importantly, damage - with a big leaning to AoE, not single target. I like big teams, farms and general chaos, and I enjoy tanking (albeit I usually don't need a tanker to tank). I love task forces and I prefer to play at 50.

[/ QUOTE ]

Spines/WP maybe?
Spines for the AoE damage.
WP for the defense+resistance+regen+recovery.
Sounds like its what your looking for.


 

Posted

[ QUOTE ]
[ QUOTE ]
Hey scrappers,

I'm trying to decide which of the following toons to build and really sink inf into. Here's the background: I am looking for a melee toon I can really enjoy playing all the time. This means a good mix of sturdiness (defense + resistance), endurance (recovery + healing), and most importantly, damage - with a big leaning to AoE, not single target. I like big teams, farms and general chaos, and I enjoy tanking (albeit I usually don't need a tanker to tank). I love task forces and I prefer to play at 50.

[/ QUOTE ]

Spines/WP maybe?
Spines for the AoE damage.
WP for the defense+resistance+regen+recovery.
Sounds like its what your looking for.

[/ QUOTE ]

WP is something I never really considered. You'll note all my secondaries (or tanker primaries) add more damage...


 

Posted

Spines/wp scrapper or wp/fire/pyre tanker. Granted, wp doesn't offer dmg buffs but its the perfect set to keep the party going.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Did you consider Spines/Dark? It has a damage aura, its end hog heal can be turned into an end gain. Similar resistances and defenses to fire with an edge on psi dmg and a slight defense edge in CoD. Defense gains through IO's are almost identical. Slows from primamy add mitigation. Besides, who doesn't like a dart-shooting shadow?


 

Posted

[ QUOTE ]
Did you consider Spines/Dark? It has a damage aura, its end hog heal can be turned into an end gain. Similar resistances and defenses to fire with an edge on psi dmg and a slight defense edge in CoD. Defense gains through IO's are almost identical. Slows from primamy add mitigation. Besides, who doesn't like a dart-shooting shadow?

[/ QUOTE ]

Sigh, why do you throw another option out there. Bad Jebe.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Barb Swipe -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Acc/Dmg(9), KntkC'bat-Knock%(9)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 2: Death Shroud -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/EndRdx(3), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg(5), M'Strk-Acc/Dmg/EndRdx(7)
Level 4: Lunge -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx(15)
Level 6: Spine Burst -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg(37)
Level 8: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27)
Level 10: Hurdle -- Empty(A)
Level 12: Hasten -- Empty(A), Empty(39), Empty(39)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(17)
Level 16: Health -- Empty(A)
Level 18: Quills -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/Dmg(19), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Acc/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(36)
Level 22: Cloak of Darkness -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(25), Empty(25)
Level 24: Dark Regeneration -- Empty(A), Empty(39), Empty(40), Empty(40), Empty(40)
Level 26: Obsidian Shield -- TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(34)
Level 28: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Acc/Dmg(29), KntkC'bat-Knock%(31)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Weave -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33), Empty(34)
Level 35: Throw Spines -- Empty(A), Empty(46), Empty(48), Empty(48), Empty(48)
Level 38: Ripper -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(43), Oblit-%Dam(45), Oblit-Acc/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg/Rchg(46)
Level 41: Web Grenade -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Immob/Rng(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/Immob/Rchg(43)
Level 44: Targeting Drone -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45)
Level 47: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), RechRdx-I(50)
Level 49: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit




Not sure I like it. Extra slots in dark regen and throw spines would really be nice. Also, I like that the dark/fire/pyre would have 3 AE's... hmm.