Scrapper secondarys . . . .plz help me choose


Anann

 

Posted

I have recently invested in upgradeing from CoV n got CoH as well . I wondered if i could get any helpfull advise on the secondary power sets such as pro's n cons since i made a few scrappers.


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

Regen > All, that's all ya need to know


 

Posted

Regen - Simplest set to play. Basically it absorbs sustained damage and heals it back. Toggle Based mez protection. One very good self heal, plus Dull Pain. Quick Recovery negates downtime completely and can even allow for a staminaless build. The set's effectiveness kicks in early and peaks at around level 30. Not good at heavy spike damage, since the ability to heal damage back quickly doesn't help if you get killed with the first few blows.

Super Reflexes - Probably the most popular set after regen. Defence based set, geared at avoiding damage in the first place. Clicky-mez protection (stays on when mezzed- good for pvp) a mini-hasten and resistance to slow. The set matures later in the game, with Elude at 38. Super Reflex builds are often very "tight", since almost all the powers in the secondary (including the passives for resistance to defence debuffs) are deemed "useful". Aid Self from the medicine pool can increase a SR's survival considerably. SR's Defence is positional rather than type based, so the defence will apply as much against Psionic damage as Lethal/Smashing damage.

Dark Armor - The "expert set", apparently ranked third for popularity after Regen and SR, DA is mainly resistance based, with a few controls thrown in and a very small defence boost. Like SR, DA matures fairly late but it does not get a "God mode" level 38 power. It does get an impressive all-round set of resistances to all damage including psionic, as well as resistance to endurance drain and resistance to fear. Toggle-based mez protection does not include Knockback protection so it can be wise to pick up acrobatics from the leaping pool. Cloak of Fear and Opressive Gloom are effective controls against minions, but running all DA's toggles can be very endurance heavy.

Invunerability - Ranked 4th in popularity, Invunerability is a scaled-down, less effective version of the tanker set. All it really has going for it is protection against repel, Unstoppable (level 38 power) and heavy Smashing/Lethal damage resistance. Dull Pain is useful, but will be less effective than the tanker version due to a scrapper's lower HP pool, as well as the lower defenses of this set compared to the tanker version. This isn't to say that INV scrappers are bad, just that it will be much more difficult in 90% of situations to play an INV over a SR or regen scrapper. DA can also come fairly close to matching them for Smashing/Lethal Damage resistance.


 

Posted

tyvm Mealwys, and Max' very nicely put,thanks again for great advise


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

BTW 1 more question i have more than 1 /dark brute n kno that it can be very end' heavey. By getting stam' and toggleing n de-togeling help solve that problem ? or is thereanything else that could help ?


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

Darks' not that bad. As long as you aren't running Cloak of Fear constantly it's approximately the same as SR. Stick one Endred in each of the 3 main defensive toggles and you should be fine.

Just remember to slot another Endred or two in acrobatics!


 

Posted

Oh- and since you're coming from a brute background, try a /regen for your first scrapper.

You'll LOVE it.


 

Posted

[ QUOTE ]
Darks' not that bad as long as you don't take Cloak of Fear

[/ QUOTE ]Fixed that for ya


 

Posted

TYVM again


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

[ QUOTE ]
I have recently invested in upgradeing from CoV n got CoH as well . I wondered if i could get any helpfull advise on the secondary power sets such as pro's n cons since i made a few scrappers.

[/ QUOTE ]

I'd say depending on the primary and if it's aimed for pve or pvp, some options can be better than others


 

Posted

Well will probably manage in PvE which ever i pick i would like to know what rocks in PvP tho with broadsword and dark melee, because atm they seem to be my fav scrapper attack sets


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

For PvP, I'd use SR for both broadsword and dark melee.
For PvE... both regen and sr would fit nicely with them


 

Posted

TYVM


(1) Same [censored] Diffrent Depth,
(2) Same [censored] Diffrent Day,
(3) [censored] Happens

 

Posted

SR is much more fun than regen, you can also laugh at all the high end psi mobs while the tanks fall over


**Acceptable "support" responses**

Its your fault
Its your computers fault
Its your ISPs fault

 

Posted

I think you all sell Invuln very short. it's a good set, and paired with something like BS or Kat you can get very good levels of def. I absolutely love my Invuln scrapper. I tried Regen and hated it after that. The only thing that lets it down is the passive resistances to elements and energy. They're so bad, often scrappers don't actually bother with them!


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

[ QUOTE ]
SR is much more fun than regen, you can also laugh at all the high end psi mobs while the tanks fall over

[/ QUOTE ]

I agree SR certainly is a fun set, but the fun with Regen is being able to keep going non-stop, toe to toe with the enemy. Add in Broadsword or (my favourite) Katana and you can have a whole load of fun.

I am biased, having taken my Kat/Reg scrapper to 50, but it's brought the most fun I've had in the game so far.


Proud member of FOXBASE ALPHA and coalition associates.

Hero 50's - 25

Villain 50's - 1

 

Posted

Possibly slightly biased opinion, since it's what I use, but I've found BS/DA works well.

Dark Armour gives you some good resistances (including Psi and Negative), an amazing self-heal and above all Death Shroud, which actually saves you endurance. How you say? Well essentially it means you don't have to use one of your big and expensive attacks (I'm sorry, BS doesn't really do cheap small ones) if the enemy has but a sliver of health. Just skip to next target and within a couple of seconds your previous target will have fallen over.

Of course I'm the first to admit it's endurance intensive combination, but with some sense and Stamina, your downtime will be minimal. You will also need Acrobatics as knockback can be a [censored].

... And it looks cool


 

Posted

[ QUOTE ]
I am biased, having taken my Kat/Reg scrapper to 50, but it's brought the most fun I've had in the game so far.

[/ QUOTE ]

Ditto to that


 

Posted

[ QUOTE ]
[ QUOTE ]
I am biased, having taken my Kat/Reg scrapper to 50, but it's brought the most fun I've had in the game so far.

[/ QUOTE ]

Ditto to that

[/ QUOTE ]

"Third"ed


 

Posted

I dunno Alan, my INV tanker seems awfully squishy when he's soloing sometimes against non smashing/lethal damage mobs... and scrapper resist/defense numbers for that set are a lot lower.

Looking at it from a numbers PoV; assuming defense build with CJ and a fully-3-slotted tough/weave:

+ INV tankers
Resistance: 90.5% S/L resistance and 27.5% resistance to all but PSI.
Defence: varied but usually about 13-14%. One foe in Invincibility range brings that up to 20%.

+ INV Scrappers
Resistance: About 67% resists to S/L (50% without Tough), 20.6% resistance to all others but Psi.
Defense: 10% with Weave, Unyielding, CJ and tough hide. 15% with one foe in invincibility range.
Other: Dull Pain for Heal/+HP Boost. Unstoppable. Resistance to repel.

+ Regen scrappers
Resistance: Can get about 26.5% S/L resistance with Resilience + Tough.
Defense: 8.2% (solely from CJ and Weave).
Other: Will naturally regenerate from 0 to full in about 40 seconds, with a 50% heal up every 30 seconds (20 secs with hasten running), plus nearly 150% normal endurance recovery rate. Dull Pain for Heal/+HP Boost. MoG. Self Rez. Resilience is very good un-detoggleable Disorient resistance.

+ SR Scrappers
Resistance: 17.7% from Tough.
Defense: 38.9% defense to melee/ranged and 33% to AOE without Elude.
Other: Quickness Recharge Boost. Elude. Resistance to Slow. Un-detoggleable mez protection.

+ DA Scrappers
Resistance: 53% to S/L, 59% to PSI, 35% to Cold/Fire, 47% to Dark and 24% to NRG/Toxic.
Defense: 15% Defense with Cloak of Darkness running, gets better with Cloak of Fear for mob -tohit.
Other: Dark Regeneration gives a 50% heal for every mob in range every 20-30 seconds, Minions are effectively negated with oppressive gloom. Self Rez. Stealth. Fear Protection. No KB protection.

Draw your own conclusions... To me, INV scrappers get a raw deal, but as long as you're having fun.

(Numbers were taken from the latest, fully updated version of Sherk's Hero planner, I've a feeling it has an older, incorrect -tohit value in DA's Cloak of Fear power so have not included it)


 

Posted

Yes, but the way you play your inv Tank/Scrapper makes a huge difference. Sure, if you go toe to toe with the first critter of the mob, then some of the mob are likely to be out of your invincibility aura, but if you always make a beeline for the centre of the mob, as I do, then it doesn't really matter what sort of res you have, it's the def that counts!

I don't have weave, tough, CJ, stealth or anything else that boosts my Def.

Anyone that's played with me will tell you that I'm totally nuts, but an Invuln scrapper needs to be to survive.
I should mention that I apply 3 def slotted Parry liberally to help boost my Def though, usually double stacked through most of the fight.

I tried Regen, only to level 14, but really didn't like it. I'm trying DA now though.


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

For my 2influence, it depends on where you lie on the solo <-----> team spectrum.

/Regen is unequivically the best for solo'ing. No AoE whatsoever. Your "damage mitigation" is a flat rate of fast HP recovery, meaning that you mitigate damage at the same rate no matter how much attacks are flying your way. This makes it very good for solo.

/SR is the next best for solo. Again, no AoE attacks, although Quickness provides a bonus to all your otherpowers (some of which may be AoE). Damage mitigation is a %age of incoming attacks, which means it effectively mitigates more damage the more attacks you are receiving (unlike the flat rate of regen).

/Invun is very similar to /SR, except that you get a scaling defence/to hit buff with Invunerability. The more enemies near you, the tougher you become. This means the bigger the spawn, the better. So, it is a little worse for soloing, a little better for groups.

/Dark is the Team scrapper's choice. AoE damage, AoE regeneration, AoE fear/accuracy debuff, AoE disorientate. Conzequently, it is probably the hardest to solo.


Thats my thoughts anyway. If anyone tells you a set is good for teaming and good for soloing, they are lying. You can, however, be OK at both.

This applies to PvE only, by the way. In PvP AoE are largely useless except perhaps vs Masterminds.


 

Posted

I've only really played a DA scrapper... my regen is still languishing under lvl 20.

But... I don't think DA is hard to solo at all, the benefits that you list for a DA scrapper, AOE Damage, regen, disorientate work just as well solo as on a team... after all, it's not like those powers stop working when you play solo...


 

Posted

Sorry, to clarify...

Relative to any other AT, scrappers are easiest to solo (Possible exceptions like a super AoE heavy SPines/Dark wouldn't be as easy as a single target specialist like Ice/Energy).

So Scrappers, to my mind, are always nearer the solo-freindly end of the spectrum (and, no matter what anyway says, this comes at a small price.. being generally slightly sub-par in teams).

However, /DA is, IMHO the most "Team freindly" scrapper secondary, because it has a shed load more AoE effects.

For PvE, mathematically, AoE is far superior to single target effects (at least in big teams - small teams its about the samae, and solo/duo they loose out to single target effects). The only exception being AV's (where single target effects are better, although AoE buffs are still far superior to single target buffs).

So im only realy comparing scrapper secondary to scrapper secondary. A BS/DA Scrapper is going to be easy to solo (looking at all AT and powersets), but less easy to solo than a MA/Regen for instance (the king of single target effects). However, it will be better in a big team (and thus big spawns) than a MA/Regen.


 

Posted

I don't hold with the "AOE is always better in big teams" argument. The main reason being that on 7-8 man teams on invincible you get more bosses in each spawn: as long as you have enough AOEs or cones in the team to kill off the minions, the scrappers or single target specialists can take out the bosses and you can all move on to the next mob.

I can count on the fingers of one hand the number of 8-man teams I've been in during the 40-50 stretch where I'd rather have had my Peacebringer than my Kat/Regen Scrapper. As long as you have one or two AOE-attack toons already in the team, there is no benefit in picking a Spines Scrapper over a Broadsword one.

Having said that, If you play solely in min/maxxed teams with mostly controllers, defenders and a few blasters, you'll probably want more AOEs since you'll likely be running on Unyielding for more mobs but fewer bosses.

I'd say it really depends on Team makeup. If everyone in the team is simply throwing AOEs around, the bosses will last a fair bit longer than the minions. If you have a scrapper or two beating on the bosses while slightly fewer AOEs are thrown around, they all die at roughly the same time and the team usually feels slightly safer for having a "Boss Killer" or psuedo-tank around. Next mob, please.