Ma/wp


Da_Captain

 

Posted

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

 

Posted

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.


 

Posted

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

 

Posted

Quote:
Originally Posted by FitzSimmons View Post
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.
Since */WP has so much +regen already, you're better off going with +def, +hp, and +regen, in that order. Stacking up the damage mitigation will do more for your survivability than more damage recovery will since it allows the damage recovery to act on smaller amounts of incoming damage.

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.


 

Posted

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

 

Posted

Quote:
Originally Posted by MachineSlave View Post
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
You can take both Health and Stamina but Fast Healing and Quick Recovery have a higher (modifier or multiplier?) that give you a higher percentage of recovery and regeneration.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by MachineSlave View Post
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.
From a pure DPS standpoint, Storm>Crane>Storm>CAK is the best dps you can get without significant amounts of outside help (re: stacked Speed Boost). You could get by with just Storm>Thunder>Crane>Storm>Thunder>CAK or Storm>Thunder>Crane>Storm>EC because they have much lower recharge requirements but they're not going to do as much damage as the first attack string listed.

Quote:
and i have a question, would Fast Healing and Quick Recovery would do the trick or should i still pick up Health and Stamina
Honestly, the answer is that it depends. If you're going to be running a lot of toggles (re: all of them from */WP, the Fighting pool, and Focused Acc/Targeting Drone), you're going to want Stamina especially if you're trying to build for a long haul fight like an AV. If you're not going to be running many toggles outside of your secondary, then it's not really needed, especially if you've got the 10% +end from the Atlas Medallion and Portal Jockey (which are ridiculously easy to get).

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.


 

Posted

Quote:
Originally Posted by Santorican View Post
You can take both Health and Stamina but Fast Healing and Quick Recovery have a higher (modifier or multiplier?) that give you a higher percentage of recovery and regeneration.
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.


 

Posted

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

 

Posted

Quote:
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.
Its free out of the box, why wouldnt you take it
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

 

Posted

Quote:
Originally Posted by Umbral_NA View Post
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.
Ah okay, thank you for clearing that up.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

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.


Quote:
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.
Also if you want to get the most for you milage, you probably want to start off by IOing for defense, having good regen is great but if you are constantly taking damage you won't regain anything. I would say high defense slotting, you don't neccessarily need to take it to the softcap (at that point you won't need a lot of regen, but is good to have). After defense I would probably focus on recovery and end increase, you can get great recovery bonuses through the miracle and numina uniques along with QR you are good w/o stamina, unless you want the insurance. If you are going to run WP with Fighting and Focused Acc, you definitely want those uniques or the fitness pool.


"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