Comparasion of the Primaries pls.
Dark Melee is not low dmg at all, it takes a couple extra few seconds to kick in but it is good dmg over all. Soul Drain is both a PBAoE attack plus the DM Build Up, lasts 30 secs instead of 10 and it is great to use in a mob since it maxes dmg when hitting 7 foes. On the other hand, I am not sure DM is the ideal set for regen, DM is far better with SR imo.
Dark Melee is more of a utility set than a full-front damage set like Broadsword or Katana. You get an endurance drain and a minor heal, which seem of little use when you're using Regeneration as your secondary. Although you do get some good attacks like Smite, Shadow Maul and Midnight Grasp. Soul Drain is just great, but the recharge is WAY too long.
Then we have Claws: a rather good set if you ask me, and now that I have a 34 Claws/Regeneration Scrapper I regret having leveled my Broadsword/Regeneration to 50. Anyway, Claws is quite good in DPS (not burst damage, but its sustained damage is very good!), and you'll get many attacks while leveling up. Follow Up will take some time to get used to, but it rocks. Also, you'll get two ranged attacks (Focus and Shockwave). The nice part of this set is that you can easily keep an enemy permanently on his back by using Focus - Shockwave - Air Superiority. Lovely set. My personal favourite.
Spines - a good set as well, though I personally don't like it. The Area of Effect master. It has rather good damage, and the spine poison will slow your enemies down by a nice amount. You also get two ranged attacks (Impale and Throw Spines), although both have a rather short range. Also, Spines has Quills, which gives your DPS a nice boost, especially your AoE DPS. Let's see.. Spine Burst, Quills, Ripper, Throw Spines.. nice AoE. Choose this and pwn to hell.
Personally, if you really want to stick to your Magic origin I'd go for Dark Melee, though Claws is the very best if you ask me.
Dark has 3 main drawbacks
1. Lack of AoE damage, it's utility powers have AoE ( Soul Drain and Dark Consumption ) but neither are up often to count. That just leaves Shadow Maul, which is a very damaging melee cone.
2. Reliance on to hit. Soul Drain ( the build Up ) requires you to hit enemies, so does Dark Consumption.
3. Fairly average seeming final power.
Advantages
1. Good attacks are fairly early. Shadow Maul is at level 2 IIRC.
2. Touch of Fear is great for divide and conquer tactics, take an Lt oout of the fight or stack it on a boss. It is lovely.
3. Has a minor heal ( good for SR ).
4. -acc secondary effect is always helpful.
5. Does negative energy damage as well as smashing.
6. Soul Drain can ( in ideal circumstances ) give you a better damage boost than Build Up.
Of the others I've only played Spines and Claws.
Claws
Diadvantages
1. Lacks burst damage, doesn't have the upfront punch of other sets.
2. No build up, can be a problem if up against high defence enemies.
3. Eviscerate, the 26 power, seems a bit redundant, especially for a Hasted build.
Advantages
1. Low end cost.
2. Very good sustained DPS. I believe it is the best according to Castle. The attacks feel fast and brutal.
3. Good soft control knockdown.
4. Has a self damage and to hit buff in Follow Up, this can be double stacked
Spines
Disadvantages
1. Slow to mature single target attack chain, the first attack ( Barb Swipe ) is pretty poor, but not as poor as it was. Before Ripper at 26 you will be sub par.
2. Lots of damage of time, so get used to leaving enemies on slivers of health.
Advantages
1. Lots of AoEs means a good team player. Quills, Spine Burst and Throw Spines. So very team friendly.
2. Good secondary effects, slows, -recharges and Damage over time. Also Impale has immob and Ripper has knockdown
3. Hastable good target chain in lunge,impale,lunge, ripper.
Overall I'd say Dark Melee feels the least impressive, a good Shadow Maul hit is devastating though. Touch of Fear is really fun too and very stackable. It fits well with all the secondaries I think. It probably has least synergy with Regen but there is nothing especially bad about the combo. The synergy with SR is good, extra recharge for Soul Drain and Dark Consumption as well as a free heal, something SR lacks.
Spines out damages it on AoE, but it matures slower, it is also pretty showy with nice animations, some of which are slow. Probably best paired with Regen ( more end ), Invulnerability ( herding ) or Dark ( for Death Shroud ).
Claws to me seems brutal and efficient. It's equivalent moves to Spines are less damaging and less impressive but the overall package is pretty deadly. The low end cost means that with regen as you may be able to skip stamina. Dark also provides synergy, as constant self buffing from follow up will improve your chances to hit with the many PbAoES in Dark Armor.
@Unthing ... Mostly on Union.
Thanks for good and fast replies mates.
Over all as i understand what you say, Dark isn't what i am looking for. But from Unthing's words i can see now my Claws/Dark idea is very good. But it will be my later project because of the many toggles and hard to use powers in DA like a scrapper n00b like me.
I always go for Regen in my Scrapper builds because it contains least toggles in it, so that means easy to use for a newbie.
As i's playing with builder i matched my two known sets and make a build. It has two good advantages on my count, knowing what to do and good animations. So here's my build.
Hero Plan by Mids' Hero Designer 1,153
http://www.onthejazz.co.uk/hu/mhd.php
Unnamed Kicker: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Stun%(3), P'ngS'Fest-Dmg/Rchg(21), P'ngS'Fest-Dmg/EndRdx(43)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(46)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), ResDam-I(5), EndRdx-I(19)
Level 6: Dull Pain -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), Heal-I(9), Heal-I(11), Heal-I(11)
Level 8: Crane kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(9), T'Death-Dmg/EndRdx(21), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 10: Jump Kick -- Acc-I(A)
Level 12: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResPsi(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(19)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Crippling Axe kick -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(25), F'dSmite-Dmg/Rchg(27), F'dSmite-Acc/EndRdx/Rchg(37), F'dSmite-Acc/Dmg/Rchg(39)
Level 26: Dragons Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(27), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Rchg(37), Sciroc-Dam%(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 28: Invincibility -- EndRdx-I(A), DefBuff-I(29), DefBuff-I(31), ToHit-I(31), Taunt-I(31), ToHit-I(33)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(36), ResDam-I(37)
Level 32: Eagles Claw -- Mako-Dam%(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Unstoppable -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/Rchg(45), Entrpc-Dmg/EndRdx(45), Entrpc-Dmg/EndRdx/Rchg(45), Volly-Acc/Dmg(46), Volly-Dmg/Rchg(50)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(50)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A), EndRdx-I(40)
Level 1: Critical Hit
Level 2: Rest -- RechRdx-I(A)
But please keep pouring knowledge. They give me ideas for my future builds (one is out and will be done (Claws/DA) but still have Claws/Inv or */SR)
Thanks again.
Seems like a good to me.
I have a Claws/Dark at lvl 23 and it is becoming awesome. Claws is so light both in recharge and in end that I am barely noticing the end drain of the DA toggles.
As you said, I don't think DM is what you are looking for a regen. Probably Spines/Regen will be a good combo for you to try if Regen is a must. If regen is not a must and you want to give a go to DM (which is awesome set IMO), try a DM/SR and be ready to have tons of fun combining the /SR defenses with the ToHitDebuffs of DM and see the foes being unable to hit you during the full streak.
Regarding the build, I have become lately reluctant to give opinions on builds since the most important thing on a build is to match the player playstile, however, on this build I'd at least advise you not to put more than the base slot on the passives unless you are looking for a set bonus and bear in mind that Unstoppable for a scrapper is numerically different than unstoppable for a tanker. Invulnerability is in my opinion the 2nd easiest set for a scrapper to handle after regen. It will breeze you through early lvls due to it's awesome rsistance to smashing/lethal which greatly improves with Tough. The downside is that against psionic damage you are dead meat (try the Clockwork King on an Inv) unless you are on a good team with buffers - debuffers and healers (or of course, enough set bonuses). Besides, MA/Inv is potentially the most accurate scrapper that can be created (or at least it was pre-I9)
Heh my future builds are lined up in my head. Claws/DA, BS or Katana/Regen and DM/SR. I hope i can do them before new sets arise. I can never say no to Psychic Weaponary from that offerd sets tho, psi is my weak spot.
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On the side note i can say that; after getting into Tanker and Scrapper builds i understand that these two ATs really really need a new set or more. With blaster, defender and controller (i also think a new controller primary which is different than other immob/hold/pet ones will be good) plenty to do state no wonder Tanker and Scrapper lovers feel themselves left aside.
[ QUOTE ]
Spines
Disadvantages
1. Slow to mature single target attack chain, the first attack ( Barb Swipe ) is pretty poor, but not as poor as it was.
[/ QUOTE ]It's never been boosted AFAIK, it wasn't affected by the same animation change the first claws power was.
[ QUOTE ]
I have a Claws/Dark at lvl 23 and it is becoming awesome. Claws is so light both in recharge and in end that I am barely noticing the end drain of the DA toggles.
As you said, I don't think DM is what you are looking for a regen. Probably Spines/Regen will be a good combo for you to try if Regen is a must. If regen is not a must and you want to give a go to DM (which is awesome set IMO), try a DM/SR and be ready to have tons of fun combining the /SR defenses with the ToHitDebuffs of DM and see the foes being unable to hit you during the full streak.
Regarding the build, I have become lately reluctant to give opinions on builds since the most important thing on a build is to match the player playstile, however, on this build I'd at least advise you not to put more than the base slot on the passives unless you are looking for a set bonus and bear in mind that Unstoppable for a scrapper is numerically different than unstoppable for a tanker. Invulnerability is in my opinion the 2nd easiest set for a scrapper to handle after regen. It will breeze you through early lvls due to it's awesome rsistance to smashing/lethal which greatly improves with Tough. The downside is that against psionic damage you are dead meat (try the Clockwork King on an Inv) unless you are on a good team with buffers - debuffers and healers (or of course, enough set bonuses). Besides, MA/Inv is potentially the most accurate scrapper that can be created (or at least it was pre-I9)
[/ QUOTE ]
Hmm I never had Unstopable on my tanker, left him on lvl 20. ^_^ So should i left Unstopable ouf of my build? I am sure i can find some usefull things to get (Like Focus Chi or Warriors Challenge or Tough Hide or Stealth).
And i think i can move some slots on health for getting +Recovery from sets.
oh soz, i wasn't implying to leave Unstoppable out of the build, I said it only because I saw you only slotted it with recharge. For what I heard, Unstoppable on a Tank caps for dmgres with 1 dmgres SO (i saw it somewhere) but for a scrapper, it takes 2 or 3 (depends on who do you ask) to get near dmgres cap. I personally have 3 on my Kat/Inv scapper and it works well (although may be too many). Probably you'd need at least 1 dmgres on unstoppable.
On the other hand, I find Tough Hide useful, not only to negate the -def generated by Unyielding, but also to put in there useful enhcs such as Luck of the Gambler - Recharge Speed
[ QUOTE ]
[ QUOTE ]
Spines
Disadvantages
1. Slow to mature single target attack chain, the first attack ( Barb Swipe ) is pretty poor, but not as poor as it was.
[/ QUOTE ]It's never been boosted AFAIK, it wasn't affected by the same animation change the first claws power was.
[/ QUOTE ]
No it was changed before then, sometime between when I made Unthing ( I3 ) and when I made his evil equivalent Darkthing ( CoV release ). I think it was at the same time they got rid of the cool looking long spines so there was no redraw animation during the Spines attack chain.
@Unthing ... Mostly on Union.
Just a few pieces of advice from a 2year /invuln scrapper veteran..
1: Dont get jump kick, get combat jumping. It takes 0.07 end per second and grants you good combat mobility. Much better than jump kick..
2: Dont slot invincibility with tohit or taunt. Those arent really needed, rather put 3x def and 1-2 endredux
3: Personally I wouldnt get resist energies or resist elements. And if I took em I wouldnt slot em unless I had some GOOD sets to put into them. Rather have aid self than 2 passives tbh.
4: On my 50 MA scrapper I can run an attack chain of storm kick, CaK, crane kick, Eagles claw. No need for thunder kick, can replace that with focus chi
5: I would take tough hide instead of super speed at 49, you can put a LotG +rech in it
Hope that helps
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Thanks DSorrow,
When i respec i will left Thunder Kick behind. I thought taunt will be good on Invincibility as you can gather more enemy around you for higher defense.
For jump kick, i am getting it because i love it not that i will give me nice benefits. Actually it is the sole reason why i play MA scrapper or scrapper at all. Jump Kick + Crane Kick is my mini game in game. I always try to hit the mob before it landed with CK after JK. ^_^
Thanks for help.
Jump Kick may be more or less helpful attack but it is one of the coolest animations in game tbh.
And don't worry about Invincibility taunt, you'll get plenty of aggro anyway with it even if not slotted for taunt. The ToHitBuff is nice when in a mob, since it grants a ToHitBuff bonus for each foes in mob up to 10 iirc. What I do in both Invincibility and Focused Accuracy is to put 3 Cytoskeleton exposures in each at lvl 47-50 so I can round-up my build with the extra slots.
You won't need the Steadfast KB protection on an Inv, on the other hand, Miracle Unique +recovery and/or Numina's Unique +regen +recovery will be handy on MA/Inv since both sets are end heavy and you can slot them in Health for perma bonus.-
another one here for the claws/da. Tamcron is at 42 at the moment and after a respec a couple of days ago is amazing me. endurance will be a big pain in the backside though
Broadsword all the way
It's all about the BIIIG orange numbers above their heads
I want to make a Magic Origin Scrapper which will be */Regen. I already made MA, BS and Katana Regen and played 'till mid 10s. As Magic in question i want to go for Dark Melee but i am afraid it isn't as damaging as others.
)
Can you give me some insight about Dark vs. other sets. As i will roll a scrapper my main focus is damage. With regen in my hand i don't worry about secondary effects of attacks. BS is the most damaging one i know but it is way too slow.
Thanks for your insight. (oh one thing tho, i will surely get Jump Kick, i love that power