Ma/wp
Build for +HP and +Regen first. +Recharge next.
The only power that's skippable from /WP is the rez.
Don't worry about the team/solo stuff, one build for most scrappers works for both teams and solo play.
I think somewhere in the first page of this forum someone posted another scrapper /WP build. Check that out. I would say 3 to 400 +HP is acheivable and squeeze out every bit of +regen you can.
thanks.
Fighting, Leaping, Speed, Fitness are good power pools eh?
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Build for +HP and +Regen first. +Recharge next.
The only power that's skippable from /WP is the rez. Don't worry about the team/solo stuff, one build for most scrappers works for both teams and solo play. I think somewhere in the first page of this forum someone posted another scrapper /WP build. Check that out. I would say 3 to 400 +HP is acheivable and squeeze out every bit of +regen you can. |
As to +rech, */WP doesn't get any additional survivability from it. The only benefits it extends are for generating better attack strings. My recommendation would be to get just enough +rech to run what you find to be an acceptable attack string (Storm>Crane>Storm>CAK might be a little beyond your reach simply because it has high requirements for Storm) while getting all of the +def and +hp you can muster. Luckily, a lot of +def and +rech go hand in hand (Obliteration has +def melee and 5% +rech, LotG +rech goes in defense sets, etc) so it's not too hard.
Your biggest problem is going to be getting that defense though. */WP has a decent bit of typed based defense going for it so its more efficient form a build standpoint to aim for typed based set bonuses. The problem with this is that typed base set bonuses are generally harder to find and are in lower enhancement value sets. Still, whichever way you go, packing in the +def is going to help your survive more than any amount of +regen you get from set bonuses.
alright, thank you umbral, do i really need CAK? cuz the powers i was thinking of NOT taking were Crippling Axe Kick and Warrior's Challenge. and i have a question, would Fast Healing and Quick Recovery would do the trick or should i still pick up Health and Stamina
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
alright, thank you umbral, do i really need CAK? cuz the powers i was thinking of NOT taking were Crippling Axe Kick and Warrior's Challenge. and i have a question, would Fast Healing and Quick Recovery would do the trick or should i still pick up Health and Stamina
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Virtue: @Santorican

Dark/Shield Build Thread
alright, thank you umbral, do i really need CAK? cuz the powers i was thinking of NOT taking were Crippling Axe Kick and Warrior's Challenge.
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and i have a question, would Fast Healing and Quick Recovery would do the trick or should i still pick up Health and Stamina |
Of course, what attack string you're using also has a pretty significant effect on what you're going to need. Most top tier attack strings require either significant amounts of end redux (re: Conserve Power in a high recharge build or heavy end redux in the highest DPA attacks), significant amounts of endurance recovery, or a combination of the two simply because they cost so much endurance to run.
My general recommendation for most people is to have 2 endurance assistance tools in your build so that you can still slot your attacks decently. DM/*, */regen, */WP and */Fire have it easy simply because they've all got some significant endurance tools within the power sets already. They only need to take one (or in the case of DM/Fire, DM/Regen, and DM/WP don't need to take any at all). Everyone else, for running at the absolute top end, they generally need to get their endurance assistance through the traditional means: heavy IO slotting for +end and +recov set bonuses, Conserve Power, and Stamina.
oh and Cobrea Strike, not needed imo either..
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
My general recommendation for most people is to have 2 endurance assistance tools in your build so that you can still slot your attacks decently. DM/*, */regen, */WP and */Fire have it easy simply because they've all got some significant endurance tools within the power sets already. They only need to take one (or in the case of DM/Fire, DM/Regen, and DM/WP don't need to take any at all). Everyone else, for running at the absolute top end, they generally need to get their endurance assistance through the traditional means: heavy IO slotting for +end and +recov set bonuses, Conserve Power, and Stamina. |

My main is MA/WP, and even with the second end recovery tool, I can make a pretty decent dent in my blue bar after awhile. Given, im not IO'd out yet, but just to put it into perspective, MA CAN be a hog.
Flux Tempest-Electric Melee/Willpower
Zaunte's Rage-Claws/Invulnerability
Fast Healing (75% +regen) and Quick Recovery (30% +recov) have higher base modifiers than Health (40% +regen) and Stamina (25% +recov). Enhancements act as a multiplier to the base value so FH and QR will always provide proportionately greater returns than Health and Stamina assuming you give them the same slotting.
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Virtue: @Santorican

Dark/Shield Build Thread
I just would like to start off by saying that this is probably my new favorite build. I love this combo it is fun to play with.
Of course, what attack string you're using also has a pretty significant effect on what you're going to need. Most top tier attack strings require either significant amounts of end redux (re: Conserve Power in a high recharge build or heavy end redux in the highest DPA attacks), significant amounts of endurance recovery, or a combination of the two simply because they cost so much endurance to run. My general recommendation for most people is to have 2 endurance assistance tools in your build so that you can still slot your attacks decently. DM/*, */regen, */WP and */Fire have it easy simply because they've all got some significant endurance tools within the power sets already. They only need to take one (or in the case of DM/Fire, DM/Regen, and DM/WP don't need to take any at all). Everyone else, for running at the absolute top end, they generally need to get their endurance assistance through the traditional means: heavy IO slotting for +end and +recov set bonuses, Conserve Power, and Stamina. |
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
i need some help with this please, i never played any of these powersets before. MA is easy, i know what im doing with MA, but with WP, i have no clue. No clue for slotting, or what powers to pick. but since im a scrapper i might take SoW, but i tried to play around with Mids and i cant come up with a good build. I team alot, but i would like to solo once in a while too. I just like to be the scrapper which can outlive the tank, if that is possible
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold