What is the best way to build a /WP scrapper?


BlackBellatrix

 

Posted

Please note I do not want your builds, I want to figure one out for myself (I like to have my builds critique'd but I prefer not to cookie-cutter off somebody elses build). However, as a normally full-time tank player, I need some slotting advice in general.

Getting soft-cap to everything on a Spines/WP scrapper doesn't really seem plausible. Is it better to aim for hp/regen/recovery and slot for defenses where possible? I can generally get at least my melee defense up to about 35-40%, but that leaves range/aoe at about 15%. I tried to slot for typed defense instead of positional and the sets give such small bonuses to it, and so spread out, that it seemed easier to just aim for the positional defenses even though I start with 0% (not counting weave and combat jump) to all of them.

I don't really have a final build to post yet, I'm still moving slots/IO's around all over the place. But some advice would certainly be a good place to start since I'm having a lot of trouble right now.

If this helps at all, my current goal for the character is to be able to fight in missions set to +8/+0.

I almost considered switching to invuln over willpower, but the big thing invuln seems to have over willpower is the boost to typed defenses. My willpower can hit about 800% regen with only one enemy nearby (assuming my IO's focus on regen) so that seemed a better way to go at the time.


 

Posted

I'd be curious to hear some responses here as well.

My first scrapper to 50 was a FM/WP and leveling him felt like easy mode. I never really worried that much about his build and slotting him, as all the regen coupled with RTTC seemed to keep my green bar (and blue bar as well) full at all times. I never really challenged him though, no big AV fights, no difficulty slider. Since I-16 I've started another willpower toon and would like to make him as sturdy as possible while not sacrificing too much on my attack chain. And I'd also like to dust off my old FM/WP and give him a spin and push his limits, maybe do some farming.

I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off. I've even managed to softcap /WP, but the cost of all of the Kinetic Combats, not to mention the waste of mule slotting brawl and Kick with KC's seems rediculous. So whats a happy medium? Whats a good target to shoot for in regards to defense? How much regen and recharge could I still hope to squeze in?


 

Posted

Quote:
Originally Posted by Phoebe_Ponderas View Post
Getting soft-cap to everything on a Spines/WP scrapper doesn't really seem plausible. Is it better to aim for hp/regen/recovery and slot for defenses where possible? I can generally get at least my melee defense up to about 35-40%, but that leaves range/aoe at about 15%. I tried to slot for typed defense instead of positional and the sets give such small bonuses to it, and so spread out, that it seemed easier to just aim for the positional defenses even though I start with 0% (not counting weave and combat jump) to all of them.

If this helps at all, my current goal for the character is to be able to fight in missions set to +8/+0.
Quote:
Originally Posted by Whisky_Jack View Post
I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off. I've even managed to softcap /WP, but the cost of all of the Kinetic Combats, not to mention the waste of mule slotting brawl and Kick with KC's seems rediculous. So whats a happy medium? Whats a good target to shoot for in regards to defense? How much regen and recharge could I still hope to squeze in?
I asked this myself last week -- kinda -- in this post: http://boards.cityofheroes.com/showthread.php?t=191746

I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.

I'll agree with Phoebe_Ponderas: I really wasn't excited about the set bonuses I was getting from typed defense IO sets, and wound up staying with my positionals at right around 19-20% each. Whisky_Jack: I have been trying to squeeze in every last ounce of regen since I first started putting IO's in the toon. (Right now Mid's is showing my regen at 732%, recovery 238%, +20% global recharge and +20% global damage.)

I've been running through +4/x8 Council missions with only a minimum of common sense and no inspirations to speak of IF I don't try to take on two overlapping mobs at once, so overall I'm pretty pleased. It's an all-around, solo- and team-friendly, exempable scrapper that's not aiming to solo pylons anytime soon (though I might try the RWZ scrapper challenge again, now that I've got defenses, too!)

Edit: Just completed the RWZ scrapper challenge on my second try! One level 54 Rikti spawn with three level 54 bosses, miscellaneous others, no temp powers or inspirations. And no Strength of Will, either, which I don't even have on the toon!! I'm going to have to say that I'm pretty happy with this build!


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04

 

Posted

I had a remarkably sturdy DB/WP brute that used mostly +hp bonuses, hitpoint accolades, some recharge and generous use of Strength of Will. I had some positional defense...around 15% (combat jumping, weave, heightened senses, some IO bonuses), but nothing close to soft capped.

With accolades, she had around 2600 hitpoints and with more hitpoints, you have better innate regen which helps RttC. The other two things I did was slot RttC for tohit debuffs (3 slotted with Dark Watchers, 2 slotted with Numina, 1 generic heal) and then take the fighting pool...Tough stacks with Mind over Body for better S/L resists.

That with the knockdowns in Dual Blades gave me enough mitigation to be remarkably resilient. Enough so that I could tank the ITF and LRSF. With spines, I think use of ripper, energy torrent from body (epic blast) and the stacking slows from your spines attacks will be enough to allow your secondary to work.

I would assume that 25-30% smash/lethal defense, along with hitpoint and regen bonuses would be the way to go for scrappers.


 

Posted

Quote:
Originally Posted by Whisky_Jack View Post
I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off. I've even managed to softcap /WP, but the cost of all of the Kinetic Combats, not to mention the waste of mule slotting brawl and Kick with KC's seems rediculous. So whats a happy medium? Whats a good target to shoot for in regards to defense? How much regen and recharge could I still hope to squeze in?
Quote:
Originally Posted by Eldorado View Post
I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.
Quote:
Originally Posted by Fury Flechette View Post
I had a remarkably sturdy DB/WP brute that used mostly +hp bonuses, hitpoint accolades, some recharge and generous use of Strength of Will. I had some positional defense...around 15% (combat jumping, weave, heightened senses, some IO bonuses), but nothing close to soft capped.
I don't understand the fascination for positional defense for WP, it really has no synergy with the rest of the set. Remember, typed and positional defenses don't stack - the game always uses the higher of the two values. If you have 20% ranged def and 30% energy def, an attack like Lightning Bolt would use your 30% energy def. Likewise, if you had 20% melee def and 30% energy, Total Focus would always use your 30% energy def. By focusing on positional def over typed, you're throwing away all of Heightened Senses (~3.87% s/l, ~15% def to f/c/e/ne) (a power you'd want anyways for +perception and def resistance) to start from scratch. Besides, sets that offer +typed def tend to require fewer slots (3-4) while typed generally requires 6. (The enigma to this being BoZephyr.) This allows you to frankenslot the remaining slots for solid enhancement value.

Example:
4 Kin Combat (lvl33s, all but proc), Mako's Bite Triple and Quad (lvl50) - 62% acc, 95% dmg, 79% end/rech

Soft capping a WP Scrapper is hard, and may not even be worth it to push it all the way. It would depend on what you were trying to accomplish. Keep in mind, getting your def to the 35% range should be sufficient for most times while still being a single purple away from the softcap. Personally, I'd focus on +maxhp and def first, and any left over for +regen.


Note: My experience is as a Tank, but I noticed a much bigger performance boost from adding defense to my build than +maxhp or +regen (not even noticeable).


 

Posted

Quote:
Originally Posted by Sarrate View Post
I don't understand the fascination for positional defense for WP, it really has no synergy with the rest of the set.
I understand and know that it's easier to go for smashing/lethal defense for WP, not positional. I should've clarified that. My point was is that in my WP build, I had positional defense that was not synergistic with the rest of the power set i.e., low enough that it didn't count much towards survivability.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
I understand and know that it's easier to go for smashing/lethal defense for WP, not positional. I should've clarified that. My point was is that in my WP build, I had positional defense that was not synergistic with the rest of the power set i.e., low enough that it didn't count much towards survivability.
Ahh, gotcha!


 

Posted

I have to say that with a Scrapper's much lower HP and HP Cap than Brutes or Tankers, you'll get much less benefit maximizing HP and more from going for Typed defense and recharge.


 

Posted

You really want to get typed defense up to 30 - 35% to accomplish what you are looking to do. After that, load up on HP and regen. Soft capping may theoretically be possible, but totally not practical. You should be able to stand in the middle of most 0/+8 spawns all day and sip on some tea with defense in that range.

I'm at work so I cant look at Mids, but from memory (I havent played with my WP builds in a while) the sets you want include Kinetic Combat, Aegis ... Sorry, I'll have to look when I get home and add to this post. It wont be too hard to get the numbers you want without sacrificing other slotting.

Edit: Ok - So the 3 big ones I was thinking of are Kinetic Combat (Melee) which gives 3.75% S/L with a set of 4. Aegis (Resistance) gives 3.13% Fire/Cold with a set of 3, and Eradication (PBAoE) gives 3.13% Energy/Negative with a set of 3.


 

Posted

It's generally more convenient to soft cap your typed defense instead of the positionals. If your primary is a sword, Parry/DA should give u all the lethal/melee you'll ever need, that along with built up f/c/e/n def and you'll be set as far as ranged attacks go.

I know soft capping your positionals can still be a good choice, but its really only comfortable for some build combos. In most cases its preferable to soft cap f/c/e/n to ease up slotting issues. If you don't plan on soft capping your /wp, or even if you do, try for extra HP wherever possible, in many cases this comes hand in hand with extra regen, which is also nice.

If you even bother going for global rech, just go for enough to ditch hasten if you can afford it, otherwise use those resources on your defense/hp. Again it depends on what your going for and your sets. Finding the balance between all of these set bonuses and getting the best benefit is the real trick.


 

Posted

Using only the Steadfast unique and not other set bonuses, just using the Willpower primary and Weave and Combat Jumping, my WP Scrapper gets to 12% S/L defense and 24% to all others.

With 30% being the reputed point at which defense starts to feel solid, and sets like Aegis giving 3.13% to two types for 3 slots, it seems very strange to me to scrap 24% and start over with positional defense -- just as strange as all the Super Reflexes Scrappers I see slotted with (gigantically expensive) Kinetic Combat sets for their (greatly reduced) positional component [because it only takes 4 slots! they reply, when I ask] But what Scrapper 4-slots his attacks?).

But other people are not me, they do things differently there.

But you don't need to softcap to improve the mitigation of Willpower -- any increase in your defense buys that much more time for your awesome regen to burn off the dent in your life bar.

IMHO Willpower does not benefit much from recharge at all. Slotting for endurance and recovery bonuses seems redundant too in light of the availability of Quick Recovery, Stamina, Conserve Power, and Physical Perfection. I'd slot for defense, health bonuses, global accuracy and damage, with health regen a more distant concern (yes, more is better, but the effect of a 4% bonus from Seredipity on your base 500-700% or whatever it is will be hard to feel).


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

I had asked a similar question as well, concerning my new favorite scrapper (MA/WP) here:
http://boards.cityofheroes.com/showthread.php?t=189341

I have since discarded the build I was using there and created a built using some of the principles Sarrate mentioned earlier.

Kinetic Combat is fairly expensive, but I have lower bids on some now that might be filled in the time I level from 24-50. I generally frankslot the last two slots to fully enhance the powers.

I've personally decided to maximize smashing/lethal defense, regeneration and recovery as I can.

I would be interested in hearing what thoughts others have on Soloing AVs or other high end content, and how to build Willpower for those encounters as well.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Quote:
Originally Posted by Eldorado View Post
I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.
I don't understand the fascination for positional defense for WP, it really has no synergy with the rest of the set.
Well, in my case, let's not call it "fascination" -- in other linked thread I admitted that pretty much all my previous experience softcapping a toon was with positional defense. *shrug* It certainly doesn't make positional defense "right," it's just my excuse for lack of experience with "typed defense."

And I certainly don't want anybody to think my lack of experience with the one equates to me promoting the other! Just a little quick playing with Mid's shows that I could make a LOT more headway with typed defenses...IF I weren't adamant about trying to cling to all eight DB attacks for exemplarability (if that's even a word?) I'm planning on testing typed defense out with my kat/WP and broadsword/WP scrappers on Mid's soon, since typed really looks like the best way to go!

Quote:
Originally Posted by Sarrate View Post
Example:
4 Kin Combat (lvl33s, all but proc), Mako's Bite Triple and Quad (lvl50) - 62% acc, 95% dmg, 79% end/rech
Unfortunately for me and my dual blade build, and lack of extra slots, I wanted more accuracy and damage than 4 Kin Combat could give me, and my positional approach is working well enough for me -- so far. After my RWZ experience last night, I ATTEMPTED soloing a pylon for about 10 minutes, though I was pretty sure my DPS wasn't quite up to the task. It would blast at me with no discernible effect, I'd slash and stab like mad and sloooooooowly make a small dent in its hitpoints, and then I'd miss. Or else I'd miss twice in a row. And the pylon would regen and "LOL u n00b" at me, and we'd be right back to square one. Oh well -- things worked well enough versus the Rikti bosses, so I'm content with my goofy build.

Quote:
Originally Posted by Sarrate View Post
Note: My experience is as a Tank, but I noticed a much bigger performance boost from adding defense to my build than +maxhp or +regen (not even noticeable).
Out of curiosity, could the +maxhp or +regen not being noticeable on a tank be due to the fact that tanks already have more HP and thus more regen/sec? I seem to recall noticing the increases from IO's sets on my scrapper when I first slotted them, but that was a year ago or more.


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04

 

Posted

Quote:
Originally Posted by Eldorado View Post
Well, in my case, let's not call it "fascination" -- in other linked thread I admitted that pretty much all my previous experience softcapping a toon was with positional defense. *shrug* It certainly doesn't make positional defense "right," it's just my excuse for lack of experience with "typed defense."

And I certainly don't want anybody to think my lack of experience with the one equates to me promoting the other! Just a little quick playing with Mid's shows that I could make a LOT more headway with typed defenses...IF I weren't adamant about trying to cling to all eight DB attacks for exemplarability (if that's even a word?) I'm planning on testing typed defense out with my kat/WP and broadsword/WP scrappers on Mid's soon, since typed really looks like the best way to go!
Understood - sorry if my post was a bit harsher than I meant for it to be. It just hasn't been the first time I've seen people talking about positional WP builds, and they always mystified me.

Quote:
Originally Posted by Eldorado View Post
Unfortunately for me and my dual blade build, and lack of extra slots, I wanted more accuracy and damage than 4 Kin Combat could give me, and my positional approach is working well enough for me -- so far. After my RWZ experience last night, I ATTEMPTED soloing a pylon for about 10 minutes, though I was pretty sure my DPS wasn't quite up to the task. It would blast at me with no discernible effect, I'd slash and stab like mad and sloooooooowly make a small dent in its hitpoints, and then I'd miss. Or else I'd miss twice in a row. And the pylon would regen and "LOL u n00b" at me, and we'd be right back to square one. Oh well -- things worked well enough versus the Rikti bosses, so I'm content with my goofy build.
Hmm, well I took 8 powers from WP (all but Resurgence), 8 powers from Fire Melee (all but BoF, the 6 attacks are 6 slotted and Taunt has 5), 2 for a travel power, 3 for Kick/Tough/Weave, and 3 for Swift/Health/Stamina. I'm guessing that I'm spending less slots in powers like QR (2 lvl50 generics) and Health/Stamina (1 lvl50 generic in each) compared to you.

As for trying to solo a Pylon, those can take quite a bit of punishment, so it's unlikely you'll be able to take one down without a pretty focused effort / concentration on a high st attack chain - likely focused enough to break your 8 DB powers.

Quote:
Originally Posted by Eldorado View Post
Out of curiosity, could the +maxhp or +regen not being noticeable on a tank be due to the fact that tanks already have more HP and thus more regen/sec? I seem to recall noticing the increases from IO's sets on my scrapper when I first slotted them, but that was a year ago or more.
Well, there are a couple reasons, now that I think about it.

1) Tanker res/def numbers start higher, so stacking Tough/Weave on top of WP brings those numbers up a lot higher than they do for a Scrapper. Due to the non-linear curve of mitigation, the increases mean more for a Tanker than for a Scrapper.

2) Solo, Tough/Weave pushed my mitigation really high, enough that the build wasn't being stressed enough to notice increased hp/regen. On a team, buffs likely filled in the gap. (The one villain group that consistently roughed me up was Arachnos - their def debuffs really hurt.)

So, if you said you could feel a difference adding +maxhp and +regen, I'd believe you. However, I think that stacking defense past a certain point will have a more noticeable effect.

(Btw, the reason I said to focus on +maxhp before +regen is because +maxhp has two functions and +regen only has one. Regen only increases how much you heal over time. Maxhp, on the other hand, increases how much you heal over time (since it's a function of your maxhp) and increases your ability to survive spike damage.)


 

Posted

I have found that with my DB/WP scrapper I was able to focus on getting a lot of typed defence (Particularly S/L) but I found the +HP and +Regen just as important to the overall package.

The defence helps you not get hit but the +HP and +Regen really helps for those fights when you do start taking the hits and ultimately the combination of the three things is what makes /WP great.

I have managed to get S/L to 43% (And 50% resists too), F/C to 29% (seems less important to me), N/E to 35% and Psi to 22%. Add onto that 2294 HP and 71hp/s regen with only 1 target in RttC (111 when saturated) it lets me stand in the middle of +4/+8 spawns of pretty much anything.

The only thing I have had problems with so far are Hydra's and their toxic damage, it hits and it hurts

The cost for that was only being able to manage 42.5% global recharge, and missing out on Hasten.


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Posted

Quote:
Originally Posted by Whisky_Jack View Post

I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off.


Doh, meant Typed defense, not positional. I did reference the correct power though, so I gotta get at least partail credit for the incorrect statement.

And one other note, I've gone and used Smashing Haymakers for my attacks (because Kinetic Combats are so rare and expensive), half the S/L bonus but still 1.88 is nothing to sneaze at.


 

Posted

A few weeks ago I was digging into /WP pretty heavy. It is possible to soft cap positional defenses with most sets while maintaining 40+ recharge... Kinetic combats are very helpful... The hardest thing to boost is energy/negative... 3 thunderstrikes (Ranged damge)... 3 eradications (PBAoE damage) help there. Also, you can grab a little for a few slots with Blessing of the Zephyr in your travel power.

Mocking Beratement is a taunt set that gives 2.5 smash/lethal and 3.13 fire/cold. That's pretty handy as well.

In order to get to softcaps you have to sacrifice some of the standard +heals and +hps in Willpower, so it's up to you if that's really what you want... but my point is, that it IS in fact possible to have a feasible build with soft capped to typed defenses with /willpower.

(note: i'm ignoreing psi as one of those types... but the build I have in front of me while writing this has 27.3 defense to psi, and 45.3 resistance to psi.. so it's still pretty solid vs psi enemies... just not as solid as vs everything else).


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

How does this build look, this is my proposed build for my level 50 FM/WP, and on the cheap side.

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

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership

Hero Profile:
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(40), Heal-I(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam(46), Aegis-Psi/Status(46)
Level 2: Cremate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Fast Healing -- Heal-I(A), Heal-I(5)
Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), GSFC-ToHit(7), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(39)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(50)
Level 10: Indomitable Will -- DefBuff-I(A), Ksmt-ToHit+(46)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13), Zephyr-Travel(13), Zephyr-Travel/EndRdx(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17), Heal-I(17), DisWord-ToHitDeb(37), DisWord-ToHitDeb/Rchg(37), DisWord-ToHitDeb/Rchg/EndRdx(39)
Level 18: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Sciroc-Acc/Dmg(23), Sciroc-Acc/Dmg/EndRdx(37)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Boxing -- Dsrnt-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(50)
Level 26: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/Rchg(27), S'ngH'mkr-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Heightened Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), S'dpty-Def/EndRdx/Rchg(29), S'dpty-Def/Rchg(34)
Level 30: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/Rchg(31)
Level 32: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Hurdle -- Jump-I(A)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(39)
Level 41: Health -- Heal-I(A), Heal-I(42)
Level 44: Stamina -- EndMod-I(A), EndMod-I(45)
Level 47: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Thanks for all the advice so far. This is what I've come up with for the time being. By no means perfect I'm sure but still more survivable than most scrappers I've tried to create. I managed to get all my typed defenses outside of psionic to 30% or higher (just about 40% for fire, cold, negative and energy). I tried to move smashing/lethal even higher but finding ways to do it were pretty hard for some reason.

It's funny, I love the damage of the scrapper, but the lack of defense makes me miss my tank ~_^

[edit] My big worry so far (other than defenses not being high enough) is that my recovery is only 1.91/s. Might not be high enough to recover fast enough for 8-man spawns. Although I don't think Mids calculates the Performance Shifter end-mod chance.

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

Click this DataLink to open the build!

Ruby Twilight: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/Rchg(17)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(17), GA-3defTpProc(23), Mrcl-Heal/EndRdx(50)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Fast Healing -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(50), H'zdH-Heal/Rchg(50)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Mind Over Body -- EndRdx-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(27), Numna-Heal(27), Mrcl-Rcvry+(29), RgnTis-Regen+(43), Mrcl-Heal(46)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def(42)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 30: Super Jump -- Jump-I(A)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-Psi/Status(40)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Resurgence -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 18.5% Defense(Smashing)
  • 18.5% Defense(Lethal)
  • 16% Defense(Fire)
  • 16% Defense(Cold)
  • 15.7% Defense(Energy)
  • 15.7% Defense(Negative)
  • 6% Defense(Psionic)
  • 19.8% Defense(Melee)
  • 16.9% Defense(Ranged)
  • 21.3% Defense(AoE)
  • 1.8% Max End
  • 32.5% Enhancement(RechargeTime)
  • 25% Enhancement(Accuracy)
  • 24% FlySpeed
  • 241 HP (18%) HitPoints
  • 24% JumpHeight
  • 24% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 1.65%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 4.4%
  • 11% (0.18 End/sec) Recovery
  • 62% (3.47 HP/sec) Regeneration
  • 1.88% Resistance(Energy)
  • 3% Resistance(Psionic)
  • 29% RunSpeed
  • 5.5% XPDebtProtection


 

Posted

Phoebe,

If your intention was to avoid a billion inf build, then you've failed badly. The 3% PvP IO (1.5B), the LoTGs (100M each), the health uniques (50M, 65M, 140M) will set you back alot. That's about 2B right there and you haven't even bought the rest of your IOs.

I've adjusted your build somewhat and put together something more reasonable. It's still expensive, but far cheaper than what you have.

Major adjustments
* Build Up and Hasten instead of Physical Perfection and Focused Accuracy. I have a spines/regen and with QR and stamina slotted up my blue bar doesn't even move no matter how fast I spam my attacks. That's with hasten and 72% global recharge. You'll be more than fine with the amount of recovery in that build, and Focused Accuracy provides you little benefit (other than draining your endurance) since Heightened Senses already gives you +perception and a fast charging Build Up will give you the tohit buffs when you need it. Skipping build up is a major mistake IMO. Hasten is also a good choice since I opted to take less +recharge in the build to save costs (you can put the LoTGs back when you can afford them).

* Slotted up quills with Multistrike. Eradication provides a paltry 15% end redx to your most expensive toggle. Multistrike gives you 73%.

* Replaced Resurgence with Strength of Will. Strength of Will is a good power and Resurgence is a skippable self rez. SoW gives about a 26% (as slotted) resistance which stacks with Tough and Mind over Body...you'll be around the resistance cap, and it lasts 120 seconds. The endurance crash, with the end boost given by Strength of Will, QR and Stamina won't be felt much.

* Added Dark Watcher's Set to RttC. This adds 5.3% tohit debuffs, which is roughly translated to about that much defense which stacks to the defense you already have. Since it's applied to mobs in melee range, it won't help your ranged numbers, but will affect anything in range with RttC. A very good investment for two slots.

Adjusted build:

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

Click this DataLink to open the build!

Ruby Twilight: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg(15)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(31)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Indomitable Will -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(17), S'dpty-Def(23)
Level 12: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam(40), S'fstPrt-ResDam/Def+(42)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40), DarkWD-ToHitDeb(48), DarkWD-ToHitDeb/Rchg(48)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam(39)
Level 41: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(42), S'dpty-Def(42)
Level 44: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(45), AdjTgt-Rchg(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/Rchg(50), Aegis-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 15.2% Defense(Smashing)
  • 15.2% Defense(Lethal)
  • 16.4% Defense(Fire)
  • 16.4% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.1% Defense(Melee)
  • 13% Defense(Ranged)
  • 15.8% Defense(AoE)
  • 52% Enhancement(Accuracy)
  • 28.8% Enhancement(RechargeTime)
  • 14% FlySpeed
  • 170.7 HP (12.7%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 6.05%
  • 7% (0.12 End/sec) Recovery
  • 54% (3.02 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 29% RunSpeed



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Posted

Quote:
Originally Posted by Fury Flechette View Post
* Slotted up quills with Multistrike. Eradication provides a paltry 15% end redx to your most expensive toggle. Multistrike gives you 73%.
If you're only worried about end reduc, why not frankenslot it with Erradication / something else? For example:

Erradication (lvl30): Dmg, Acc/Dmg/Rech, Acc/Dmg/Rech/End
Scirocco's Dervish (lvl50): Acc/Dmg/End
Multi Strike (lvl50): Acc/Dmg/End
Generic (lvl50): End Reduc

Would leave you with 74.5% acc, 96.4% dmg, 95% end reduc, 32.63% rech (worthless, I know). It would also have +1.8 max end and the very useful 3.13% e/ne def. Compared to Multi Strike's 0.94% s/l/f/c def, I think it's a much better investment... more expensive, though.


 

Posted

We are talking about Willpower here, correct? Endurance issues? You're doing something wrong. QR + Stamina on my FM/WP toon meant I never saw my blue bar move, and thats with me going out of my way to slot my toggles and attacks neglecting endurance reduction.

I'm not saying, I'm just saying...


 

Posted

I thought I would take a stab at this since I've played the WP set pretty extensively, although on my tanker, the theories should still apply.


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

Click this DataLink to open the build!

Zen Foo Do: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/Rchg:30(36)
Level 1: High Pain Tolerance -- Mrcl-Rcvry+:40(A), S'fstPrt-ResDam/Def+:30(5), Numna-Heal:50(5), Numna-Heal/EndRdx:50(11), Numna-Heal/Rchg:50(15)
Level 2: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/Rchg:30(36)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(36)
Level 6: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(15), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(42)
Level 8: Fast Healing -- RgnTis-Regen+:30(A), Numna-Heal:50(11), Numna-Heal/EndRdx:50(48), Numna-Heal/EndRdx/Rchg:50(48)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(45), Zephyr-Travel/EndRdx:50(45)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(17), DisWord-ToHitDeb:20(37), DisWord-ToHitDeb/Rchg:20(37), DisWord-ToHitDeb/Rchg/EndRdx:20(43)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21), P'ngS'Fest-Acc/Dmg:30(21), P'ngS'Fest-Dmg/Rchg:30(23)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), EndMod-I:50(39)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 24: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
Level 26: Dragon's Tail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
Level 28: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(46), Numna-Heal/Rchg:50(46)
Level 30: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(31)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
Level 35: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37)
Level 38: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), Rec'dRet-Pcptn:20(42)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-EndRdx:40(50)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
Level 49: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit


 

Posted

The PvP +3% defense IO was pure icing on the cake, I doubt I will ever really see it, and I actually already have the LOtG IO's from random rolls or people selling for rediculously low prices on the AH (got one for 777,777 influence, best purchase I ever made).

I have pretty much no plans at all honestly for taking buildup. I know how useful it can be when you need it but even at times when I do need it I tend to forget I even have it. I personally don't think buildup is anything more than a crutch. If you need it to survive you've done something wrong with your build. Personal opinion of course, I'm sure most people disagree with that.

As far as being a very expensive build, believe me I know ~_^ that doesn't particularly bother me for the time being. Although with the ease of soft-capping typed defenses on a tank (or maybe even a Shield tank or scrapper over willpower >.>) I still tend to think making a scrapper as my main solo could have been a mistake. Then again, I kill things soooooooooo much faster >.> it's kinda nice. This is basically my first real attempt at a scrapper.

Anyway, I did some switching around. It isn't exactly what you prescribed of course, but I took what I saw I personally liked and tossed what I didn't, same as always. Feel free to take another look, I do like how this one is a little better than my previous.

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

Click this DataLink to open the build!

Ruby Twilight: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal(17), GA-3defTpProc(23), Mrcl-Heal/EndRdx(50)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Numna-Heal(29), Mrcl-Heal/EndRdx(31), Numna-Heal/EndRdx(43), Mrcl-Heal(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Mind Over Body -- EndRdx-I(A)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Heal/Rchg(27)
Level 16: Rise to the Challenge -- Numna-Heal(A), DarkWD-ToHitDeb(39), DarkWD-ToHitDeb/EndRdx(40), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def(50)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46), GSFC-ToHit/EndRdx(46)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Strength of Will -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 19.4% Defense(Smashing)
  • 19.4% Defense(Lethal)
  • 15.4% Defense(Fire)
  • 15.4% Defense(Cold)
  • 14.1% Defense(Energy)
  • 14.1% Defense(Negative)
  • 6% Defense(Psionic)
  • 21.6% Defense(Melee)
  • 18.5% Defense(Ranged)
  • 20.1% Defense(AoE)
  • 25% Enhancement(Accuracy)
  • 32.5% Enhancement(RechargeTime)
  • 24% FlySpeed
  • 230.9 HP (17.2%) HitPoints
  • 24% JumpHeight
  • 24% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 6.05%
  • 9.5% (0.16 End/sec) Recovery
  • 66% (3.69 HP/sec) Regeneration
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 29% RunSpeed
  • 1% XPDebtProtection


 

Posted

Quote:
Originally Posted by Whisky_Jack View Post
How does this build look, this is my proposed build for my level 50 FM/WP, and on the cheap side.
WhiskeyJack, here's a few thigs I would recommend (and still keep things cheap);

(i was going to write it out, but decided to just edit your build a little)

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

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership

Hero Profile:
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/Rchg(45)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(39), Heal-I(40), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-ResDam(46)
Level 2: Cremate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(40)
Level 4: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(39)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-ToHit(7), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(39)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(13), S'fstPrt-ResDam/Def+(15), Aegis-Psi/Status(50)
Level 10: Indomitable Will -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(46)
Level 12: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17), Heal-I(17), DarkWD-Slow%(37)
Level 18: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Sciroc-Acc/Dmg(23), Sciroc-Acc/Dmg/EndRdx(37)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Boxing -- Dsrnt-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(37)
Level 26: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/Rchg(27), S'ngH'mkr-Dmg/EndRdx/Rchg(36), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(36)
Level 28: Heightened Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(29), S'dpty-Def/EndRdx/Rchg(29), S'dpty-Def/Rchg(34)
Level 30: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/Rchg(31)
Level 32: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 35: Hurdle -- Jump-I(A)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Health -- Heal-I(A), Heal-I(42), Heal-I(46)
Level 44: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(50)
Level 47: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

-----------------------------------

last but not least, i would not take tactics. if you are in need of 8% accuracy, get it from an IO set. if you need MORE accuracy, but not all the time, take Focused Accuracy from the Body epic pool and use it when you need it (and be prepared to chew on a few blues).

that's what I'd do with the build, and still keep the same cost constraints you set up.

feel free to check my post on Fire/WP (only a day or two old, still on front page of scrapper forums).