Two of my dream Scrappers


BlackBellatrix

 

Posted

In order to look at these builds you'll need two things: St0n3y's edition of Mid's and you'll have to go to options>advanced>data base editor>main data base editor>scrapper_defense>shield_defense>edit>and then remove all of the mutual exclusive sets. That will allow you to make a db/sd, claws/sd, spines/sd, and kat/sd on mids.

First one is Spines/Shields

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

Click this DataLink to open the build!

Spinoroni: Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(5)
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(37)
Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), Panac-Heal/EndRedux:50(7), Panac-Heal/Rchg:50(37), Panac-Heal/EndRedux/Rchg:50(48), Panac-Heal:50(50), Panac-Heal/+End:50(50)
Level 6: Swift -- Run-I:50(A)
Level 8: Impale -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(34)
Level 18: Quills -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(45), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Spine Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(23), Oblit-Dmg/Rchg:50(23), Oblit-Acc/Dmg/Rchg:50(25), Oblit-Acc/Dmg/EndRdx/Rchg:50(25), Oblit-%Dam:50(43)
Level 24: Against All Odds -- EndRdx-I:50(A)
Level 26: Ripper -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(48)
Level 28: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(40)
Level 30: Boxing -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(31), Amaze-Acc/Stun/Rchg:50(31), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(34)
Level 32: Throw Spines -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(43), Ragnrk-Dmg/EndRdx:50(45)
Level 35: Shield Charge -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(45)
Level 38: Tough -- GA-3defTpProc:50(A)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 44: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Conserve Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

And the other is claws/sd

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

Click this DataLink to open the build!

Clawsoroni: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(5)
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(37)
Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), Panac-Heal/EndRedux:50(7), Panac-Heal/Rchg:50(37), Panac-Heal/EndRedux/Rchg:50(48), Panac-Heal:50(50), Panac-Heal/+End:50(50)
Level 6: Swift -- Run-I:50(A)
Level 8: Follow Up -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(48)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(34), Numna-Regen/Rcvry+:50(40)
Level 18: Focus -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Confront -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(43)
Level 24: Against All Odds -- EndRdx-I:50(A)
Level 26: Eviscerate -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(48)
Level 28: Spin -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 30: Boxing -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(31), Amaze-Acc/Stun/Rchg:50(31), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(34)
Level 32: Shockwave -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(43), Ragnrk-Dmg/EndRdx:50(45)
Level 35: Shield Charge -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(45)
Level 38: Tough -- GA-3defTpProc:50(A)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 44: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Conserve Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

So why is it that these two cannot be pared with shields in game? I understand that you can't have two handed attacks with shields but is it some coding problem?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I'm gunna guess it's more of an aesthetic concern than a coding problem. I mean it's gotta be kind of difficult to swing a big two handed sword while also holding a shield.


 

Posted

I would love it if they even just made a special Shield and Claws that -HAD- to be used in conjunction with eachother, like a small bladed shield and an empty hand for your shield hand, and you were locked out of certain weapons and shields, I'd be completely fine with that.

I hope it eventually gets unlocked. The only one I don't think makes sense is Katana.


 

Posted

But see if it is purely aesthetics, it simply doesn't hold an arguement in a game where people are capable of bending space time yet they can't beat the crap out of someone with two swords and deflect bullets using a shield.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

The issue that has been stated is that the shield attaches to the arm in the same place that the spines or the claws would. Until they recode to differenciate (sp) that fact, I do not see those 2 combos being opened up.


Arc 52555: Tower of Darkness
Arc 139668: Bob's Crazy Car Dealership

 

Posted

That argument never meant much to me. They could just as well make an invisible shield option, or let it clip and call it a day. A DM/Shield uses the left arm for MG and that doesn't seem to bother anyone. Tons of costume parts are clipping and I don't see that being a problem either.


 

Posted

I guess the real reason is that they don't actually want to combine Claws, DB or Spines with Shields.

Claws/ and DB/Shield would be able to get insane numbers for +DMG with Follow-UP / AAO combo. Spines on the other hand would just rock the house with too insane AoE.


- @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

 

Posted

Quote:
Originally Posted by DSorrow View Post
I guess the real reason is that they don't actually want to combine Claws, DB or Spines with Shields.

Claws/ and DB/Shield would be able to get insane numbers for +DMG with Follow-UP / AAO combo. Spines on the other hand would just rock the house with too insane AoE.
While you could make the argument that those power sets would be a bit too powerful when paired up with shield (though that wouldn't explain why no Katana is allowed), I'm still pretty sure that the reason we don't have them paired together falls with BABs (for either aesthetics or greater workload having to create entirely new suites of powers for every single power) or Positron (for thematic reasons) rather than Castle (for being too powerful).

Katana/Shield wouldn't really be any more powerful than BS/Shield and that's actually a rather expected difference. The only issue would be theme (Katanas are actually heavier than virtually any western one handed sword thanks to the higher carbon content not to mention that shields were never really used alongside a Katana thanks to the relative uselessness of a blocking object when the blade can go through plate steel rather easily) or work load (making an entire suite of new one-handed animations; you can't just use the BS animations like it used to because the animation times are different). Claws/Shield (aesthetics would be against many of the claws sticking completely through the shield; theme would be against using a weapon in that exact same hand; work load would most likely require some heavy coding to prevent the shield hand from spawning a set of claws and designing one handing animations for the set), DB/Shield (aesthetics would be against using the sword and shield clipping in so many of the DB animations; theme would be against a one handed variant being made when the set is called "dual blades", though it would be feasible to create a variant wherein it was a double sword, but that would most likely constitute something more like an entirely new set; workload would be incorporated into both of those previous issues), and Spines/Shield (aesthetics and theme would be against the spines sticking through the shield) all have substantial design reasons not to allow the choice.


 

Posted

The increase in +damage for Claws and DB would be relatively lower than for other powersets, because of FU/BF. Their damage being on par with other primaries without Shield, they'd most likely end up with slightly lower damage compared to other primaries if all of them had maxed AaO.

In example : normal powerset, operating at 230% damage (BU loosely averaged), getting +80% from AaO = 35% increase.
DB or Claws, operating at 250% damage (1.5x FU/BF) getting +80% from AaO = 32% increase.

With faster attacks chains using FU/BF more often, the damage bonus from AaO would be even lower in comparison. Though to be fair the difference is really small, but my point is if anything, DB and Claws get less from Shield than most other primaries, not more - particulary in a team environment where a DB or Claws /Shield would be more likely to hit the damage cap and end with "wasted" buffs than any other primary except DM.

As for Spines having too strong AoEs, with Blaze mastery and ElM coming in I16 I'd have to go with "eh". I'll give you that a Spines/Shield/Blaze would have more AoEs than anything else, but I'm not sure the difference would be that big (as, past some point, animation times act as limits).


 

Posted

The reason why I'd want Spines/Shield is because it offers a lot more survivability vs a spines/dark and almost as much extra fire power in terms of AoE due to Shield Charge. It would have been nice a long with this issue if these coding problems could have been worked on.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

The reason that katana/shield is not allowed is because both the katana and shield are held in the left hand in this game.

So they would either have to change all of the animations for katana to be in the right hand (which is the correct place anyway) or change the shield animations to be in the right hand.

Both would involve a lot of work.

And although there are many items that clip currently, I do not see them create any set combo that would purposely cause clipping on basically all of the powers.


Arc 52555: Tower of Darkness
Arc 139668: Bob's Crazy Car Dealership