Electric Melee Scrapper


ClawsandEffect

 

Posted

So now that I16 has finally hit and a number of us can poke at builds we've never been able to concieve before I once again find myself at a loss. I never really did manage to learn the system behind stats in this game and still struggle hard-core when it comes to getting my character's built up right.

What i'm looking at building now is an alternate version of my Elec blaster Kid Watt. With scrapper's now being given access to Electric Melee (which is one of the things i was looking forward to most to this issue simply because in my head this is what Kid Watt truly was meant to be) I can set about realizing this.

I've decided on using Super Reflexes as my secondary power set, but planning the overall build is becoming something of a challenge and i have no idea how to go about doing it. Anyone have any suggestions/recommendations on either how i could go about building this character or how i could go about learning the system to predict just how well a build will go?

I'm kind of looking toward basing him more toward an AOE aspect and taking advantage of that sort of crowd control Electric Melee seems to have ingrained into it with a few of its powers. Any suggestions?


 

Posted

Could someone please just give me a link or something so I can learn this stuff? Any sort of suggestion like that would help too.

Or maybe i just posted this in the wrong area? I spent a while searching the forums looking for something but figured this would be the best place to come and ask this question. If anyone could help out that'd be great.


 

Posted

I have limited experience with builds but the best advice I can give you is to search through the forums for /SR builds and look at how they're put together and try to do the same for Elec/ even though the set is still new to scrappers. Then, get a hold of a character builder program such as Mid's Hero Designer and put a build together.

What I do know is that most if not all /SR powers are worthwhile which tends to not leave you a lot of options for your primary powers and pools.

Also, don't worry too much about IO sets until you're 50 and able to understand and afford your options. That said, keep an eye out for recipe drops that are useful you such as the Unique that grant good bonuses. An example would be the Miracle +Recovery one that just about anyone in the game can make use of.

I don't know how long you've been with the game so I apologize if I have restated stuff you already know.


 

Posted

Download mids or use Suckerpunch's planner. I16 just hit yesterday and so did the Mids update. Suckerpunch is currently looking for people to help test his planner. If you aren't comfortable using those programs your best bet might be to just play the scrapper and level him up, then come back to the scrapper forums from time to time.

http://www.cohplanner.com/


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Quote:
Originally Posted by Foomy View Post
Could someone please just give me a link or something so I can learn this stuff? Any sort of suggestion like that would help too.
For IO'ing out a toon, there are lots of suggestions in general here:
http://boards.cityofheroes.com/showt...379#post578379

Try Cap'n Canadian's if you're a beginner, and maybe Scrapulous's individual guides for slotting powers (you'll have to scroll down).

For /SR, the standard experts' guideline is get every power but Elude, the tier 9, *IF* you can softcap yourself otherwise. (You'll be losing a great runspeed bonus and a +recov but crashing power, but no actual defense.)

For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)

Skipping these 3 from Elec and 1 from /SR means that you can have Stamina (and two prereqs), a travel and its prereq, and one other power by 38. Most would suggest picking up Box(or Kick)/Tough/Weave, which you couldn't have until 44 in this scheme (unless you forwent some other power til then). Some would suggest picking up Aid Self (and prereq), though I would not be one of them. If you don't get the Medicine pool you have two power choices left, though many--including perhaps you with the desire for AoE--need three to get Fireball (or Tenebrous Tentacles or Energy Torrent from the Epic power sets). So you can make sacrifices (say another ST attack from Elec/ while take an Epic Blast to substitute--you many not want to do this on someone called Kid Watt; others drop the travel power) to get your epic AoE.

The problem is that /SR is not terribly tough until you get a lot of defense, not really achievable until the 30s at best. But you can alleviate some of that problem by using IOs as you level, so I strongly disagree with Midnight Frost on not IO'ing until level 50.

Since the original Kid Watt is 50 you probably have some spare cash lying around. Give it to Kid Watt, jr. Let him shop patiently and carefully (buying levels ahead in advance if you have storage) to get the decent IOs he needs. Make sure you buy as cheaply as possible and check all your recipe drops to see if they'd be worth more when sold crafted. It's easy to have 10s of millions by your late 20s if you roll merits or tickets and sell them crafted.

IO needs: Steadfast res/+3 def. The only place you can slot this is Tough, so you'll need to take Tough as early as you can in the build, which usually means forgoing an attack for the lame Boxing or the amusing Kick.

Breath of the Zephyr (travel, travel/end, and -knockback is you're wealthy). You have to two-slot (or three-) your travel powers (and CJ/Hover/TPprereq), but you can grab 6.16% Ranged defense this way. If you can afford the -kb at low levels and the two more slots, you can do the same for AoE defense, which is your weakest link early.

Various small positional defense bonuses (Ranged, Melee, AoE) as you can cobble together--Eradication (PBAoE, Jacob's or Thunder) and Smashing Haymaker or Pounding Slugfest (ST atks) help early on.

Once you are able to six-slot attacks you can put in full sets of Touch of Death (Melee defense) or Mako's Bite (Ranged) as needed. Touch of Death has pretty weak accuracy for a set; some of this can be rectified with a Kismet +tohit proc or set accuracy bonuses.

A slot-costly, but pretty handy set is six Gaussian's in Build Up, which will give you +2.5% across the board.

Load up your inspirations with small purples from the vendor (or sometimes cheap mediums from Wentworth's) and stack those with your native defenses into your thirties.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)
Stop giving bad advice. Charged Brawl may be lowish damage, but it's got substantially better DPA (49.8) than most of the other attacks you have access to. It's better than Havoc Punch (48.1) and recharges faster so it's easier to cycle in attack strings.

For ST damage on an IO build, your best bet is Chain>Charged>Jacobs>Charged, which has similar recharge requirements as DM's MG>Smite>Siphon>Smite string (it's actually slightly harder on Chain Induction than on MG but easier on Charged than Smite).

On a lower recharge build (re: SO leveling), your best bet is Charged>Jacobs>Charged>Havoc>Charged>Chain>Wait(.3 96 seconds). With Hasten, you'd be able to get down to Chain>Charged>Jacobs>Charged>Havok.

For AoE, even considering it's annoyingly long animation, I'd definitely say that Thunder Strike is actually worth it. It's packing a decent bit of mitigation to make it an effective AoE control power as well as a decent AoE power (it's actually comparable to Spines Burst where damage and DPA are concerned). It also recharges only slightly slower than Spines Burst. Now, if you can convince yourself that it's a good idea for a PvE Spines Scrapper to not get Spines Burst, you'd be similarly capable of convincing a PvE Elec Melee to not get Thunder Strike, but I really doubt you're going to be able to do the first, much less the second.

The only really "skippable" powers in the set are Confront and Lightning Clap. At higher levels of recharge, you can also skip Havoc Punch. Every other attack is actually worthwhile to take though.


 

Posted

Quote:
Originally Posted by Umbral View Post
Quote:
For Elec/ you can easily skip Taunt and Handclap and probably one of the single target/melee cone powers, if, say, you don't like the long activation time on Thunder Strike or the low damage of Charged Brawl. (Leveling you should probably take all these attacks until you can get an uninterrupted chain with some single-target attack getting left out. Switch builds or respec at this point to get the attack chain you like.)
Stop giving bad advice. Charged Brawl may be lowish damage, but it's got substantially better DPA (49.8) than most of the other attacks you have access to. It's better than Havoc Punch (48.1) and recharges faster so it's easier to cycle in attack strings.
The guy had gotten little advice at all, so I wrote to help. While your accounting of the single target attack chains below is superior advice in some senses, mine suggests almost the same thing, if you look at the bolded above.

In another sense, when the person posting asks
Quote:
I never really did manage to learn the system behind stats in this game and still struggle hard-core when it comes to getting my character's built up right.
is the level fifty purple-requiring recharge perfect attack chain really the best opening advice?

Quote:
Originally Posted by Umbral View Post
For ST damage on an IO build, your best bet is Chain>Charged>Jacobs>Charged, which has similar recharge requirements as DM's MG>Smite>Siphon>Smite string (it's actually slightly harder on Chain Induction than on MG but easier on Charged than Smite).

On a lower recharge build (re: SO leveling), your best bet is Charged>Jacobs>Charged>Havoc>Charged>Chain>Wait(.3 96 seconds). With Hasten, you'd be able to get down to Chain>Charged>Jacobs>Charged>Havok.
It's the spherical cow of attack perfection, one that assumes nothing but single targets, and no delays between attacks for debuffs or teammates knocking critters away or moving or anything.

And if Thunder Strike has the radius* of Spine Burst then I am wrong about dropping it. I'd only tried it out some time (years even) ago on a non-Brute character, but if my memory serves (and it may not), it was a melee cone-type attack--not a sphere--the splash damage was less than the main attack, and it knocked back rather than down.

*Mids says 10' vs 15', which means half the area if both are circular.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
The guy had gotten little advice at all, so I wrote to help. While your accounting of the single target attack chains below is superior advice in some senses, mine suggests almost the same thing, if you look at the bolded above.

In another sense, when the person posting asks

is the level fifty purple-requiring recharge perfect attack chain really the best opening advice?



It's the spherical cow of attack perfection, one that assumes nothing but single targets, and no delays between attacks for debuffs or teammates knocking critters away or moving or anything.

And if Thunder Strike has the radius* of Spine Burst then I am wrong about dropping it. I'd only tried it out some time (years even) ago on a non-Brute character, but if my memory serves (and it may not), it was a melee cone-type attack--not a sphere--the splash damage was less than the main attack, and it knocked back rather than down.

*Mids says 10' vs 15', which means half the area if both are circular.
Electric Manipulation Thunder Strike is a ST with splash damage, Electric Melee's version is a true AoE, everything hit by it takes full damage. So you were both correct and incorrect.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Reptlbrain View Post
But you can alleviate some of that problem by using IOs as you level, so I strongly disagree with Midnight Frost on not IO'ing until level 50.
I never said don't use IO's. I said don't worry too much about IO sets. IO's to me are fabulous and I personally start using them at level 7 if I happen to get the salvage. In fact, I haven't bought a DO or SO since IO's came out.


 

Posted

Quote:
Originally Posted by Foomy View Post
So now that I16 has finally hit and a number of us can poke at builds we've never been able to concieve before I once again find myself at a loss. I never really did manage to learn the system behind stats in this game and still struggle hard-core when it comes to getting my character's built up right.

What i'm looking at building now is an alternate version of my Elec blaster Kid Watt. With scrapper's now being given access to Electric Melee (which is one of the things i was looking forward to most to this issue simply because in my head this is what Kid Watt truly was meant to be) I can set about realizing this.

I've decided on using Super Reflexes as my secondary power set, but planning the overall build is becoming something of a challenge and i have no idea how to go about doing it. Anyone have any suggestions/recommendations on either how i could go about building this character or how i could go about learning the system to predict just how well a build will go?

I'm kind of looking toward basing him more toward an AOE aspect and taking advantage of that sort of crowd control Electric Melee seems to have ingrained into it with a few of its powers. Any suggestions?
I'm SOOOOO happy you decided to go SR. I made a build for an elec/sr that i think would be incredibly fun. And being SR, can actually get use out of lightning clap for cool factor, random fun, and its set bonuses.

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

Click this DataLink to open the build!

Elec SR LClap: Level 50 Magic Scrapper
Primary Power Set: Electric Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(7), S'dpty-Def/EndRdx/Rchg:40(7), S'dpty-Def:40(50)
Level 2: Havoc Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(39)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 6: Agile -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(11), LkGmblr-Rchg+:50(11)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(9), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 10: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Dodge -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(17), LkGmblr-Rchg+:50(17)
Level 18: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dam%:50(37)
Level 20: Hurdle -- Jump-I:50(A)
Level 22: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(23), Numna-Regen/Rcvry+:50(23), Heal-I:50(31), RgnTis-Regen+:30(43)
Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), Efficacy-EndMod/Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(31)
Level 26: Focused Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(27), DefBuff-I:50(27)
Level 28: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), DefBuff-I:50(29)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(36), DefBuff-I:50(36)
Level 38: Quickness -- Run-I:50(A)
Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(45), Numna-Heal:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
Level 47: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(48), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(50), Stpfy-KB%:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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The slot in practiced brawler will be right after you get the power, i fenangled the levels of a few slots so thats why it says 46. Otherwise this build is a very good one to go for, no end issues really, capped melee defense, .9% shy of capped ranged/aoe defense. Tough to help out resistances, all the imortant attacks, l-clap for some fun, a regeneration rate of 1 tic every 3.5 seconds. Very good ending build. Go for whatever frankenslotting you can early on, and work you're way up to this final result.

Go for the full set of gaussians in focused accuracy as soon as you can though, its 2.5% defense bonus to all is going to be a big start in your survival increasing up very rapidly. Not to mention justify the end cost of FA before PP comes in.

You wont be needing the miracle unique as someone mentioned, if you get one, craft it, and sell it for high bucks on the market to help fund the other IOs youll be needing, such as the numina unique.

The 4 efficacy adaptors on stamina are also one of the first IOs youll want to fill up on, extra hp, recovery, and regen bonus on top of always having maxed stamina is a big help early on. Starting as early as level 30/31 using level 33/34s wil lbe cheap, and pretty much max your stamina benefits and you'll never have to worry about enhancing it again.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Thanks for posting the build. I'm currently leveling up my own Elec/SR and that should help with some direction. Definitely a fun scrapper so far.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Gah, can't see build. The newest official Mids for i16 is available now.


@Radmind - Justice Server
ClintarCOH - Twitter

[/center]

 

Posted

Yeah im hating all the incongruent mids. I currently have 3 versions, the old, the pre i16 from stoney, and the new i16, its on the middle one :/. If you need i can report it over to the new version.

Is it safe to say that Mid will NEVER be back to doing the designer and i can overwrite the newest ston3y version over the old mids version in the same spot?


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Yeah im hating all the incongruent mids. I currently have 3 versions, the old, the pre i16 from stoney, and the new i16, its on the middle one :/. If you need i can report it over to the new version.

Is it safe to say that Mid will NEVER be back to doing the designer and i can overwrite the newest ston3y version over the old mids version in the same spot?
Believe I got it all copied correctly (current live Mids v1.6) ...

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Electric Melee-Super Reflexes_Windenergy21: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(50)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 6: Agile -- S'dpty-Def/Rchg(A), S'dpty-Def(11), LkGmblr-Rchg+(11)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(39)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Heal(23), Numna-Regen/Rcvry+(23), Heal-I(31), RgnTis-Regen+(43)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(31)
Level 26: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(27), DefBuff-I(27)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Electric Manipulation Thunder Strike is a ST with splash damage, Electric Melee's version is a true AoE, everything hit by it takes full damage. So you were both correct and incorrect.
Are you sure? It's been a while since I played my lowbie Elec Melee Brute, but I'm almost positive the Elec Melee version only splashes the energy portion as well. (It's entirely possible they changed that for Scrappers, though.)


 

Posted

I played my elm/regen scrapper just last night. TS is indeed splash dmg. The 2ndary effects, KD and stun, effects everyone it hits but the full dmg only effects the target.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Sarrate View Post
Are you sure? It's been a while since I played my lowbie Elec Melee Brute, but I'm almost positive the Elec Melee version only splashes the energy portion as well. (It's entirely possible they changed that for Scrappers, though.)
Yes, this was what I thought as well. Smashing portion is main target only, energy is AoE. The main difference between brute and other versions was that the energy portion was about half the damage, as opposed to the tiny fraction it is for a blaster.

Assuming this is true, at level 50 a scrapper is going to be doing 120 damage to main target, and 60 damage in a 7'AoE. Spine Burst is 56 +0-4 tickets of 6 damage. And it's a 15' AE. So Thunder Strike doesn't really compare with Spine Burst as an AE damage power. However that doesn't mean it's a bad power, it does do ok damage, and while the AE is kinda small it's still useful, and the knockdown is also nice.

Thunder Strike is better compared with Whirling Sword from BS. It's better damage to main target, slightly less damage in AE, since WS has that DOT, but longer activation and recharge.

If for some reason this has been changed in the move from Brute to Scrapper, then Thunder Strike is a pretty nice AE, small, but good damage. However I don't think this is likely. Be aware, it has never been clearly defined what parts are AE and what parts arent in the power info, only way to tell is to test it on live targets at it were.


 

Posted

Sure you can, fight some energy resistant foes, and then not to see if the splash damage is resisted, or, just check your combat log to see what type of damage is being done to the splash enemies.

Also, Red tomax has t-strike at 40.04 for the energy damage. Meaning 80ish damage to splash slotted, and its 41.71 for the smashing part. So Its about 162 damage to the main target, not 120.


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