Choosing between Dark/Shield, Elec/Shield, and Spines/SR
How to choose how to choose...I've been derailing my own thread about Willpower to discuss it so I figure I'll start a new post about it and hope the title doesn't bork on me this time.
My goal is fairly simple I think, all things considered (some people have insane goals...and meet them to. It's what I love about this game). I want to be able to solo a +8/+0 spawn. I'm fairly certain that any of these three builds could solo an AV so that doesn't really need to factor in (pretty much any soft-cap char with a way to stop regen or do enough dps can solo an AV afterall). Dark/Shield: Softcapped all positions except range, but only off by less than 2%. Has small AoE capabilities with Shield Charge (although only once or so per battle) and insane survivability with all the accuracy penalties it would give to targets. So more than likely this would be the hardest to kill. Dark/Shield: Hardest to kill of all three, great single-target chain |
Well, I came up for a build for both shielders...some snags though.
The elec/shield one I'm pretty much fine with personally. The dark/shield one though...I would have liked to fit in Shadow Maul but I can live without if I have to. However, Grant Cover for the recharge debuff resistance and more defense debuff protection is something I really really want to squeeze in somewhere. But how...
Dark is kinda the one I'm leaning towards at this point, but the lack of grant cover really bugs me. And of course, shadow maul is missing. Not a requirement like I said, but shoving it in would be kinda nice.
Anyway, feel free to take a peek and let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23), RedFtn-EndRdx(23)
Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Chain Induction -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Boxing -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(46)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
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), Oblit-%Dam(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Grant Cover -- EndRdx-I(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 21.1% Defense(Ranged)
- 14.9% Defense(AoE)
- 25% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 20% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 6.6%
- 18% (0.3 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 20% RunSpeed
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def(39), LkGmblr-Def/EndRdx(46)
Level 6: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(23)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Mrcl-Heal(17), Mrcl-Heal/EndRdx/Rchg(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 13.6% Defense(Smashing)
- 13.6% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 18.6% Defense(Ranged)
- 18% Defense(AoE)
- 2.25% Max End
- 18% Enhancement(Accuracy)
- 11.3% Enhancement(RechargeTime)
- 25% FlySpeed
- 180.7 HP (13.5%) HitPoints
- 25% JumpHeight
- 25% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 16.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 20% (0.33 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 6.25% Resistance(Negative)
- 25% RunSpeed
/thread or not, I still need to figure out how to squeeze at least grant cover into that build >.> and maybe even shadow maul
Well, I came up for a build for both shielders...some snags though.
I would have liked to fit in Shadow Maul but I can live without if I have to. |
My scrapper's build looks a lot like yours, almost all the same powers with the combat jumping, except she chose the flight pool instead of the fighting pool, picking up the air superiority attack (slotted with five Focused Smites). Your superjumping (which I did not take although I took combat jumping for defense and mobility) provides just as well as flight for vertical combat mobility. She also chose hasten and superspeed (with a +stealth proc) to maximize attack power recharge time and lateral combat mobility, with SS being the fastest point-to-point short range tactical movement power.
I'm studying your build pretty closely and will take note of comments by others here, who are more expert at this than I am. My scrapper has yet to do a respec (I've liked how she has performed at all levels so far), but she is due for one, not quite being softcapped in defense in most areas, probably her only weakness.
In short, looking at your build, I'd try to find some way to work Shadow Maul into your build and attack chain. I'd also look at some way to work hasten and superspeed into your build, which would mean giving up one of your pool power sets (I mentioned the fighting set as the one I didn't pick, but this may mean not making the defense softcap, I'm not sure). Hasten does wonders to quicken and provide flexibility in the attack chain while superspeed allows the scrapper to quickly zip from one foe to the next without wasting time, as well as providing for some defense bonus.
(Edited to add) I wouldn't worry too much about Grant Cover, unless you need (yet) another placeholder for a defense set and LotG recharge. As far forward as a DM/SD usually is, only the tanker or another scapper would benefit from it. More often than not, a DM/SD scapper will be even further forward than the tanker, pretty much alone "against all odds" in the midst of the mob.
There are a few glaring objections that I am seeing with the build.
1. Siphon Life's accuracy is extremely low. It is a good attack and a good heal I'd suggest revising the enhancements that go in it.
2. Don't run Focused Accuracy outside of teaming, your endurance bar will thank you.
If you want Grant Cover you could drop Physical Perfection.
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Virtue: @Santorican

Dark/Shield Build Thread
Alright, made a couple modifications. My recovery didn't plummet nearly as bad as I thought it would without PP, although I still wish I could fit that in also. Sacrifices bite I suppose. Still not seeing room for shadow maul, definately don't think I want to give up touch of fear for it, it's just to useful since almost nothing resists fear.
With Focused Accuracy running I only have a 1.81/s recovery rate, I would love to boost that up again over 2.0 since that would mean I could leave FA running pretty much continuously. Not sure I see a way to squeek any more recovery into the build though unless I find a slot to put into Stamina. Might not be a bad idea though. Maybe even two slots, redo the set as efficiency adaptor and then leave the End proc in it also.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def(39), LkGmblr-Def/EndRdx(46)
Level 6: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(23)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(13), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(39)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(39)
Level 26: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Grant Cover -- GftotA-Def/EndRdx(A), GftotA-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:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 18.6% Defense(Ranged)
- 18% Defense(AoE)
- 2.25% Max End
- 11.3% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 20% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 16.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 22% (0.37 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 6.25% Resistance(Negative)
- 20% RunSpeed
Lookin' good, and have fun!
Yea, so far I'm fairly happy with how it's turning out. The only thing digging at me is the lack of shadow maul, and wanting more endurance recovery. Do I really NEED Shadow Maul?
Given the choice between taking SMaul or SPunch, I'd go for Maul. Similar single target dps, so it's good for that, but more than likely you'll be using it on more than 1 mob and get more dps out of it.
Not for nothin... but my Elec/SD has been running +0/+8 Since about level 32 and its only gotten faster as the levels have just flown by. In the early 30's he would pop a small purple as his defenses were only in the 30% range. By 40 he is at about 40% Melee/Ranged and 32% AoE. If you fight bosses you'll have plenty of time for your two tele nukes to be up each spawn. If not, the spawns between can be easily dealt with if you corner pull so Jacobs Ladder T-Strike and Chain Induction can do their work.
This is about what I was using by level 34 to do it consistently with no real issues solo. Yeah its kinda tweaked out, but it worked great!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 34 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Charged Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), P'ngS'Fest-Dmg/Rchg(3), F'dSmite-Acc/Dmg(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7)
Level 2: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 6: True Grit -- Heal-I(A), Heal-I(15), Heal-I(15), S'fstPrt-ResDam/Def+(17)
Level 8: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 12: Swift -- Run-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Active Defense -- RechRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(29)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), RgnTis-Regen+(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(31)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 26: Against All Odds -- EndRdx-I(A)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
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), Oblit-%Dam(34)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
At 47-50 I'll likely change some slots around and what not, but I like having most of the IO's at level 30 to exemp down for TF's and Flash backs.
I would put my vote for Elec/Shield too, if your target is only +0/x8 groups then the AoE build is the way to go, and you will only really need one of Shield Charge OR Lightning Rod each group rather than both since your other AoE's will help clear up quickly so will have that tele-nuke likely for each new group. Dark/Shield will probably be better against +4/x8 groups due to the extra survivability though.
The single target damage from Elec/Shield isn't exactly lacking either if you take the fire epic pool and chain Charge Brawl, Fire Blast and Chain Induction in whatever combo your recharge can manage (It isn't Dark/Shield levels but it isn't lacking by any means). The fire epic also gives more AoE from Fire Ball
My only problem is I haven't figured out an Elec/Shield build with enough room for the fire epic pool yet
British by act of union, English by grace of God, Northern by pure good fortune!
Why must this be so hard to decide? Massive AoE of course sounds tasty, but so does massive single-target damage. The clincher I think is that while Massive single-target can take out a large spawn (albeit slower) a massive AoE setup has trouble taking down one hard target. Not always true though. And being able to take out spawns fast is nice, but so is being able to take out an AV fairly easily. Dark Melee is definately safer as far as making it harder for them to hurt me, but it might not matter so much if elec blows them all up.
T_T oy
My DM/SD is IO'ed to the teeth and yeah he is pretty great for taking down hard targets. I started AV Solo'ing as early as Sister Psyche with inspiration use and grew out of them by the late 40's (Inspirations) Back then though, the best you could hope for as far as spawns went was unyielding setting.
AV's and AV soloing represents such a small portion of the game, for every mission with an AV there are what... 30... 40 with out one? But +8 spawns can be in every mission now.
Against 0 and +1 bosses I find that elec holds up just fine as far as ST damage goes. The chain is basically Charged Braw, Chain Induction, CB, Jacobs ladder - repeat. And they go down pretty fast. Thunderstrike also hits like a truck but I usually only use it if I Have a few targets in range.
I couldn't really tell you though. I have both Elec/SD and DM/SD and enjoy both of them so far. I imagine if you wanted a good middle ground for solo'ing +0/+8's with some possible AV solo'ing tossed in on the side you could maybe put together a DM/SD/Pyre and do it all if you can figure out how to fit everything in. I'm a little anxious myself to see if my Elec/SD can solo some AV's though.
AV's and AV soloing represents such a small portion of the game, for every mission with an AV there are what... 30... 40 with out one? But +8 spawns can be in every mission now.
<text snipped for clarity> I couldn't really tell you though. I have both Elec/SD and DM/SD and enjoy both of them so far. I imagine if you wanted a good middle ground for solo'ing +0/+8's |

If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Hehe I don't know is there really a universal system for the new difficulty options. I always read it as the first number (If less than 4) is + Foe level, the second number being how many heroes you add i.e +6 or +8.
Choosing between great AoE and more survivability is hard lol. I'm currently playing both the Elec/Shield and Dark/Shield trying to make up my mind. Dark is of course easier to level at low levels with the accuracy debuff, but I know the AoE will be great later. On the other hand, I'll have no way to drop their accuracy at all later so fighting large spawns might be dangerous. On the other hand I could just blow up the entire spawn in a couple seconds and not worry.
T_T I'm so bad
/thread or not, I still need to figure out how to squeeze at least grant cover into that build >.> and maybe even shadow maul
|
/thread
Now to the serious, and actually HELPFUL part of the reply...
I'd go elec shield. Base thought, look at your builds, before i looked at them, the first thing comes to mind. Well two things actually.
1. If you'll have softcapped defenses anyways, there goes most of the synergy between dark melee, and a defense based set like shields. Then your left with the heal from siphon life which can be nice yes, but how often needed? And the near ZERO aoe damage that dark melee does, which is the best part to having shields is being able to lay waste to enemies faster with AAO, and stacking some kind of aoe attack after shield charge to try to finish the mobs off in some reasonable timeframe.
2. Build up + Lightning Rod + Shield Charge.
Oh the beauty of it. Sheer beauty.
Don't need the tiny self heal when everything is dead :P
Quick look at your elec/shield build though, i noticed you didnt have chain induction slotted for ANY damage at all?
It is one of the most efficient powers to use, seeing as you can use it as a ST attack, and small mob aoe attack, that actually its jump radius is pretty large and is quite nice when they are somewhat close but not together for a cone, or even the radius of t-strike.
I'd also go more for some regeneration bonuses. Like in health you used 3 miracles. You'r End shouldnt be THAT bad off. The end result you forgot to add the accolades.
Going to show you my build, at 39%ish defense, not capped. But with the LR + SC Combo, and 39% defense isn't shabby either, and regenerating a tic of HP every 3.5 seconds, it more than gets the job done.
Here's the build. And note, for whatever reason, i even re-calculated the bonuses myself, but for some reason its not counting some of the ranged defense, which is actually .1% stronger than the melee defense, no clue why some of it, or where part of it is missing at in the new mids updated version. But its 39.2% melee/ranged and 38% aoe defense. Actually checked it again, for some reason phalanx fighting isn't adding its ranged defense bonus in the newest mid's version. But as mentioend it is at 39.2% just like the melee version.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec Shield PP: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
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(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(40)
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(17), ResDam-I(25), ResDam-I(48)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(48)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), ResDam-I(19), ResDam-I(25), S'fstPrt-ResDam/Def+(31)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(46)
Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(37), RgnTis-Regen+(50)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(48)
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)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
Level 38: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal(40)
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-Heal(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 11.8% Defense(AoE)
- 40% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 4.4%
- 5.5% (0.09 End/sec) Recovery
- 106% (5.93 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Touch of Death
(Charged Brawl)
- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Deflection)
- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Havoc Punch)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Jacobs Ladder)
- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(True Grit)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(True Grit)
- 3% Defense(All)
(Thunder Strike)
- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Battle Agility)
- 4% (0.22 HP/sec) Regeneration
(Battle Agility)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Health)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)
- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Chain Induction)
- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Phalanx Fighting)
- 7.5% Enhancement(RechargeTime)
(Lightning Rod)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Shield Charge)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(One with the Shield)
- 12% (0.67 HP/sec) Regeneration
(Focused Accuracy)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Physical Perfection)
- 12% (0.67 HP/sec) Regeneration
(Physical Perfection)
- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;703;1406;HEX;| |78DAA5935B4F134114C767CB9696767B596EE55EA08572290B7DF39268A26042429| |3229707059AA50C7475539A6E45EA931F00085FC03745FD08C6CFE52D08F55CA618| |E2A39BF6FF9B3973CE9C337376F3C78B86106F1F0A2DFAD8B53DAFB856AAD9D5AAA| |CF9F3F681538A2EB9B234BA5676A4BB375A28048410C99647312F5D292DF4A8D79C| |92EDB2E1EFFAA2DC97154F5A1CDE9A9ACB95B2ACC94ADD6A0D8CC2E1A16BAD48BBE| |A540E78F2C4A957A4E7C55A2B7BB2E6959DAA49F3E5CA91E339BB8EEBD41BE652D5| |29598F0EF71AC5BCEDD565ADD107354EC3FF5B44A8A7E917CF0019E17B4E886E114| |6B609933B844C9110C2284D455D93496F12DA350D11F711FAB260CC8979C6F7880A| |82286D9F4CBE0342B44C187108932F08332F093F20AA4D45B51D91497F4D308E094| |30DC2D81BCEF58AD720CAAF2AF46F68686A5F25186B844EAE4955389200E3B0F805| |5101952BC0B9829C2BC8B93A6FE59AE35C6188EAE05C6D1D7C1B213E7F284EB9723| |D845ED83ACC7E22CCA60498B8034D1199A2DD22308FB197169B25539CD10ECEA68A| |37D93900A62E36E95D9BB465379FB69B4F9B4E935FEE019D2F08EE3DAAD29E131F1| |575CA3823A4CF0951A821819D844C8931DAE1124CFDEA6AFAB97903DCBC016EDED0| |ADE665B87931881A54250FF2917F46B0123EDF301F6C9E71052B495ED1939754C8E| |86FC615E39A30D62498E03EAE2A1A67F714BBA7D83DC5EE6976CFE15B041D84A809| |957E6295BA94D920ACC3FA947A65A6DEFBD034FD8171C1F84898F9C4F84CB880FD6| |655D42CDF79963B903D2187EC2961EE8C714E30A11196BA178BEF250E1B2D28D302| |DFF9907EF371C20F1EB1F28FA5A0DF7C5442234B52BFF938FFEBF962B4F6E9781A0| |25D472980689B38DA42D9C6E90E8E6C1CEDA29470DAFC6AB42A8DDDC182EEA2DC43| |B98F72824E81304818C54089A04451622871942E945E9401947728CD3F220F0841| |-------------------------------------------------------------------|
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Why must this be so hard to decide? Massive AoE of course sounds tasty, but so does massive single-target damage. The clincher I think is that while Massive single-target can take out a large spawn (albeit slower) a massive AoE setup has trouble taking down one hard target. Not always true though. And being able to take out spawns fast is nice, but so is being able to take out an AV fairly easily. Dark Melee is definately safer as far as making it harder for them to hurt me, but it might not matter so much if elec blows them all up.
T_T oy |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Choosing between great AoE and more survivability is hard lol. I'm currently playing both the Elec/Shield and Dark/Shield trying to make up my mind. Dark is of course easier to level at low levels with the accuracy debuff, but I know the AoE will be great later. On the other hand, I'll have no way to drop their accuracy at all later so fighting large spawns might be dangerous. On the other hand I could just blow up the entire spawn in a couple seconds and not worry.
T_T I'm so bad |
I actually did notice the accidental stam setup for Chain Induction a little while ago, I just forgot to update my build. I had simply taken dark melee and then switched mids to elec and Chain Induction happened to fall on the same level as the AoE stam drainer, I just failed to notice it. This is a more up to date build for my current idea.
Only thing I'm noticing is, that without the IO's, /Shields is...sorta...bad lol. Not unplayable but it's numbers are very lacking with only SO's when compared to other sets with only SO's. /Shields seems to have been designed around the idea that we would IO it out so it could be lousy until those IO's.
Also, Dark/ may not synergize well in theory if all my defenses are soft-capped, but once things start debuffing my defense is where Dark/ comes into it's own.
[edit] Wow, two people posted while I was posting...oops?
Fire/Shield was one I had considered somewhat actually. The numbers didn't seem to add up as well as with Elec though, and if I want to do AoE I figure go all our or not honestly. That, and I somewhat prefer Fire Melee on tanks. The scrapper version feels gutted to me without combustion.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
NoName: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(37), LkGmblr-Def/EndRdx(43)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-EndRdx/Rchg(19), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(23), S'dpty-EndRdx(23)
Level 6: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/Rchg(37), S'fstPrt-ResDam/EndRdx(40), Mrcl-Heal(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx(40), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 22: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(40)
Level 24: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(46)
Level 26: Boxing -- Empty(A)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
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), Oblit-%Dam(34)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Grant Cover -- EndRdx-I(A)
Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(42)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 9.56% Defense(Fire)
- 9.56% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 18% Defense(Ranged)
- 16.1% Defense(AoE)
- 25% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 15% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 6.6%
- 18% (0.3 End/sec) Recovery
- 14% (0.78 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.25% Resistance(Toxic)
- 15% RunSpeed
Oh yeah, and as to the second part of the reply, after deciding on your /shield toon, ALSO do a spines/sr!!! why not, it may be defense based, but is going to feel COMPLETELY different from your shield scrapper, and will be way worth playing.
I actually am running both my elec/shield, and a fire/sr scrapper hand in hand right now and loving them both. And Spines/SR is a terrific build and lots of fun.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also, Dark/ may not synergize well in theory if all my defenses are soft-capped, but once things start debuffing my defense is where Dark/ comes into it's own. |
And yeah, i REALLY don't like how fire melee on scrap's doesn't have combustion as well.
I would alternatively suggest maybe running a shield/fire/fire tank as well. I wanted one so bad, but wanted elec melee so bad too, so when it FINALLY (oh god the wait was too long) got ported over to heroes i had to do it.
The shield/fire/fire tank has higher defense values to work off of though as well. so its always a plus for creating some leeway in the build, That plus higher base HP is always good.
Just a quick stint i did for a shield/fire/fire. Wish i could have fit in Breath of Fire, but staying in the middle of the mob benefits a little more with fireball since thats kinda what was going for here. Otherwise i would have just chosen FA/PP/BoF and been happier.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield Fire Fire No BoF: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(13), ResDam-I(15), ResDam-I(40)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
Level 2: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(42)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), ResDam-I(9), ResDam-I(13), S'fstPrt-ResDam/Def+(34)
Level 6: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(33)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 18: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(42), RgnTis-Regen+(46)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(33)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(43)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(42)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(43)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 11.8% Defense(Ranged)
- 9.25% Defense(AoE)
- 41.3% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 260 HP (13.9%) HitPoints
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- 6% (0.1 End/sec) Recovery
- 110% (8.61 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 6.25% Resistance(Negative)
Set Bonuses:
Serendipity
(Deflection)
- 4% (0.31 HP/sec) Regeneration
(Deflection)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Scorch)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fire Sword)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(True Grit)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(True Grit)
- 3% Defense(All)
(Combustion)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Battle Agility)
- 4% (0.31 HP/sec) Regeneration
(Battle Agility)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Phalanx Fighting)
- 7.5% Enhancement(RechargeTime)
(Health)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Stamina)
- 21.1 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
(Shield Charge)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fire Sword Circle)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(One with the Shield)
- 12% (0.94 HP/sec) Regeneration
(Incinerate)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Greater Fire Sword)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Fire Blast)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Fire Blast)
- 16% (1.25 HP/sec) Regeneration
- 56.2 HP (3%) HitPoints
(Fire Ball)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;688;1376;HEX;| |78DAA593DD52525114C73702A270109104FC4653113F8E7AD7C74CCD9452963494E| |645A90CDA164E32E0009974D50358D30B3453BD425FD3F422D5AB94D25AEBBF71A6| |E9A28BCEC8FFB7F73AEB7FD6DAEB7832474B9652CFAF2A9775BD94AFD572EBF9F2B| |EAE7A33F982B31B5B2B3ABAF4289176AA1A72A792B85649FB94524348CC2DE93D5D| |AE691BA9AD6DDCDCCDE892D676DAD1D506D6E19572515775B96EB71656B65229D9A| |B3A7FE0940BD8A49D7A59D76A016C4A4EA1580FCB7AA57CE8D49C1DA7E4D41BE1E5| |0367D7CE36AA3A97C9D7EA54214E6DA5E8B7142471D14F35BDEA9490549E3697A09| |BB0A8AC5E41D7AC622481B05F998B5C0FC4D5F650D0BD2938B72518DD168CE7043D| |7E538A5CAE7FBB5270A5A943B7E9D07D5F9A69BF2BE85803D093058CC62838A4225| |4CB8B5A1EEFA1DC697F2AE83A12F434048967829B54C4E7E22A4DE51B95D032853A| |51D7DD89C9F831193F26B388C944E90D0790A70208C528144471159C92A7ADD03E6| |4B242C8BA41A130B25CE1193405B4933F629223F0FB28D48B90A7770385318C2886| |911A97BCB92B72FC0E4A8F99E663C76D7C27FE02782948BC12DCA61EFACC2BE9FB2| |9A1FE5FC08960F814680AA6955BCE47C31D30AE010C7710C31DC47087FF186EEA89| |20EAE7CE70DE211C741A58A52E46CC9D119C6A1AA78A9367CC541ADB93E4F305A00| |83882F1C7C0BEA08F5C13C63501D7245C93704DC295842B09D7373ADB94796B53FD| |12FA4EA119F3A09937129A7D0BBC036C99CBDC3CB020F8412EDBB8ECF79237FF01F| |8087C122C7E0630845B348405F3D217F02F38E839FBCCE88F2EB5FA5724EB39FBA8| |944B2229CFD927FD5FD717ABF59CCE7BFCBDAFB364F91BDEE0D526CB166FB77995E| |7D50ECB2E6F9B5FAD56A7A10BDCD045964B2C97598E39C9172009B0582C41962E96| |104B374B8425CAD2CFF29AA5F91BCA22FDB3| |-------------------------------------------------------------------|
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Nothing against dm/shield it is a very powerful toon, but for all the times I've wished I had more st damage compared to wishing I had more AOE damage...well it isn't even close.
If you are specifically building a dm/shield as a big game hunting scrapper then cool, it is very good at that. Though tbh there are better AV killers to be found in the other AT's.
You mention a goal of +0/8, well you don't need the extra survivability that DM offers for that, but you will probably enjoy some extra aoe that's for sure. An elec/shield will very quickly defeat entire spawns set at that and truly the best mitigation is complete mitigation found through defeat.
If you have a goal of harder and maybe even fewer targets then dm/shield all the way for a scrapper, though a solid case can be made for BS/shield and also FM/shield.
I personally ended up rolling bs/shield after doing a dm/shield brute up to the mid 30's. The non-existent aoe ended up wearing me down. And sometimes it is nice to open up with a full strength shield charge, which unless souldrain is still active from the last group you have to get in the mix before hitting it. It's a small thing I guess, but the teleport is fun.
How to choose how to choose...I've been derailing my own thread about Willpower to discuss it so I figure I'll start a new post about it and hope the title doesn't bork on me this time.
My goal is fairly simple I think, all things considered (some people have insane goals...and meet them to. It's what I love about this game). I want to be able to solo a +8/+0 spawn. I'm fairly certain that any of these three builds could solo an AV so that doesn't really need to factor in (pretty much any soft-cap char with a way to stop regen or do enough dps can solo an AV afterall).
I made up a build for all three of the main sets. Spine/SR, Dark/Shield and Elec/Shield. All of them seem to be pretty decent as far as defenses. What I've seen so far...
Spine/SR: Softcaps all positions with no 3% defense IO's and no Weave, only needs maneuvers with a couple slots to do it. Fairly low damage, at least in comparison to the other two, but still good damage. I mean, it's a scrapper. Also has Elude which puts my defenses around...90%...yea...godmode when needed.
Dark/Shield: Softcapped all positions except range, but only off by less than 2%. Has small AoE capabilities with Shield Charge (although only once or so per battle) and insane survivability with all the accuracy penalties it would give to targets. So more than likely this would be the hardest to kill.
Elec/Shield: Only Softcapped Melee, but was only .9% short on AoE and 2.1% short on Ranged, so still impressive. The scary part is hooooly cow the AoE's. Thunder Strike, Lightning Rod, Shield Charge as guaranteed 360 degree AoE's that do a whole lotta damage when slotted up. On the other hand, two of those AoE's are not going to be used mid-battle for the most part since they have long recharges
It's a pretty hard choice. The Spines build would be nice because it would be pretty cheap to actually put together, although it wouldn't be nearly as devestating as the other two. On the other hand, it has god mode. Dark can more than likely keep me alive against a single target forever (If I wanted to go AV hunting for example) while Elec would basically rip a spawn to pieces, chew up those pieces, and then spit them back out again, but then has to wait for recharging on the two main attacks. Pretty bad against a single hard target though, or so it seems.
So to break it down as simply as possible I guess...
Spine/SR: Cheaper, easier to cap, lowest damage of all three but constant AoE
Dark/Shield: Hardest to kill of all three, great single-target chain
Elec/Shield: Best burst AoE of all three, poor single-target chain
Picking is hard. Leaning towards one of the two shield characters so far...
Any opinions on this one?