Can I get some fighting advice to be a better scrapper?


Blackdragon1686

 

Posted

Im running my first scrapper and he's a level 16 Dark Melee/ Willpower and so far its really fun. Im used to playing trollers so with this scrapper I feel really powerful and strong.

However playing a Dark Melee scrapper is totally different from any defender or trollers I've played, so I'd like some advice on the best ways to play when I jump into a mob. So I can be better solo and on a team.
Sometimes when I attack I second guess what Im doing wondering if theres a stronger/faster combo I can use.

Here are my powers so far:
Dark melee: Smite, Shadow Maul, Touch of Fear
Willpower: High Pain Tolerance, Mind over Body, Fast Healing, Rise to the Challenge.
Veteran powers: Sands of Mu, Blackwand.

Id like some advice on the best combos when jumping into a mob of say 3-5 enemies.

btw I only pve, I dont pvp.

thanks


Global: @Fire Beam

 

Posted

o'kay, first off, GET Indomitable Will ... it's your mez protection

with that said...

DM is a Single Target beast...
the best DPS attack chain you could want in it is
Smite>Siphon Life>Smite>Midnight Grasp>repeat...,
... i like to leap into the middle of the MOBs as i'm aiming down on the bigest and get surrounded for Soul Drain and then just tear everything apart...

i never really liked the shadow maul or sands of mu or flurry too much as it just seemed to lock you into animation for too long, some people luv 'em, and take time to position themselves for best effect from them... to each their own,

i've found that SD followed by DC can be fairly decent for AoE purposes with adding in an anchilery aoe power to can work nicely, but aoe is not its strong-suit, it is capable of most anything with health recovery, endurance recovery, soft control, debuffs, ect...

being a WP is a'bit odd in that with RttC, the more enemies you have on you / the safer you are ... play to this and take out the enemies in a group from toughest to weakest, all the more fuel for RttC, SD, and DC ...

most scrappers view the taunt and self rez powers as the most skipable, ... self rez's are fairly pointless as a wakie will do the same thing (some exceptions will be DA and FA tier 9's as they provide other potent effects) and taunting is mostly a waste for a scrapper as it takes time away from doing what scrappers do best which is eliminateing the threat outright,...

all in all, the best advice i can give is just HAVE FUN


 

Posted

Sort of a counter-view here from a Shadow Maul-lover. If you don't have much experience with melee cones, I recommend targeting the farthest away of a closely grouped set of critters, and positioning yourself so that at least one beastie is between you and it. This method makes it much easier to visualize what is likely to get caught up in your cone. Shadow Maul is your second most damaging attack, it can nail multiple foes, and it is available from level 2. Its worth the trouble to master.

Other than that, DM is all about footwork - mainly positioning your Shadow Maul cone and your Soul Drain radius. Towards that end, I recommend taking swift and combat jumping to make your footwork easier and better.

Finally, recognize that Siphon Life packs a punch and resist the urge to only use it if your health is down. Slotted correctly (and there is a good thread on the topic that was active today in the Scrappers forum), it should be part of your normal attack chain, and not necessarily situational only.


 

Posted

Quote:
Originally Posted by Morbid Star View Post

DM is a Single Target beast...
the best DPS attack chain you could want in it is
Smite>Siphon Life>Smite>Midnight Grasp>repeat...,
... i like to leap into the middle of the MOBs as i'm aiming down on the bigest and get surrounded for Soul Drain and then just tear everything apart...
For the Smite > SL > Smite > MG chain...

Smite needs 184% recharge
SL needs 116% recharge
Midnight Grasp needs 234% recharge

The OP won't be able to run this chain at lvl 16.

Quote:
most scrappers view the taunt and self rez powers as the most skipable, ... self rez's are fairly pointless as a wakie will do the same thing (some exceptions will be DA and FA tier 9's as they provide other potent effects)
Not that I'd recommend taking the self rez powers from the secondarys, but I'm just wanting to point out that besides the debt protection, /WP's self rez (Resurgence) provides a recovery, damage and 100% global recharge buff for 90 seconds.


 

Posted

Quote:
Originally Posted by Morbid Star View Post
DM is a Single Target beast...
... i like to leap into the middle of the MOBs as i'm aiming down on the bigest and get surrounded for Soul Drain and then just tear everything apart...

i never really liked the shadow maul or sands of mu or flurry too much as it just seemed to lock you into animation for too long, some people luv 'em, and take time to position themselves for best effect from them... to each their own,

i've found that SD followed by DC can be fairly decent for AoE purposes with adding in an anchilery aoe power to can work nicely, but aoe is not its strong-suit, it is capable of most anything with health recovery, endurance recovery, soft control, debuffs, ect...
Completely agree as to the basic tactics here. Literally jump into the midst of the mob, lay a Soul Drain getting in as many as you can, and you're off to the races.

I like to work Shadow Maul into the attack chain, particularly very early in the battle where enemies are going to be packed two-deep anyway and you'll likely as not score at least two if not a lucky three enemies in the high-damage melee cone. For more scattered fighting, you can leave SM out of the attack chain.

I also agree with the interesting tactic there with the Soul Drain followed by the Dark Consumption. I usually save SD+DC for the second round (if there is one) for mopping up damaged enemies clustered around me and for endurance recovery if it's needed. But sometimes I'll use it at the outset - I just completed the Vanguard arc and it was very useful to take out those massive mobs of Rikti monkeys in a 1-2 *poof* PBAoE blow.

And to add... because DM is a single-target beast, make sure you pick fast tactical mobility powers. DPS looks nice on paper, but it doesn't figure in the time it takes for you to reach your next target and you want that time to be as short as possible. While it might sound redundant, my DM scrapper has superspeed (the fastest point-to-point tactical, if there are no barriers/beings in the way), combat jumping (for those jumps where you need to get over obstacles or beings to get into the midst of the enemy) and flight (which I included for concept/capability as my DM scrapper is also an aerial combatant with air superiority situationally mixed into the attack chain). All three of these have a defense component too, which is nice. And (as a DM/SD scrapper) my scrapper has a teleport via shield charge to boot! In short, don't short change your tactical mobility. You'll take down a lot more enemies faster if you're able to move very quickly.

Good luck, and have fun. Either solo or in team, DM scrappers are a riot to play.


 

Posted

The best advice I can think of is - as has been said - pick up Siphon Life and slot it as an attack (for now, anyways - see the "Slotting Siphon Life" thread farther down). And don't be afraid of Shadow Punch in the early levels. I know it's DM's weakest attack, but it also packs a hefty toHit debuff for a relatively small cost, and it stacks nicely with other powers and with itself.

Not to mention it's a great damage proc mule.

Powers aside, though, some general scrapping advice:

Jump the spawn. When you're on a team, and you're racing the tanker into battle, get into the habit of selecting a guy in the back of the spawn. Put him on follow and when you get to the front of the spawn, jump! You'll overshoot slightly, and come cruising back in from the opposite side from your team. If there's no tanker, this serves to turn all of the mobs around so that their backs are to the squishies, giving them one more second of breathing room, since anyone affected by a blaster's aoe's will then have to turn around to attack, and will be facing that blaster's single target attack in the face when he does. If there's a tanker, well, they won't turn, but you look cool.

More importantly, though - is the fact that the blasters will likely target the front of the spawn with their aoe's and knockback blasts, and you won't have to go chasing your prey down.

Another good tip is that when things go south - and they will - remember not to get locked down on one target. Start hitting tab and running around. Not randomly, though - don't jump out of range of your RTTC's AoE, and make sure you break line of sight with the ranged attackers (like council marksmen).

It will keep the initiative with you, as the mob will have to turn to follow you, thus breaking the rhythm of their attacks and giving you time to regen/recover/heal. It will also allow you to spread toHit debuffs around, both through your attacks and RTTC's area, and it will force ranged units into melee where you can debuff their hit points directly. Mobility=survival when the rest of the team wipes.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Another thing to remember is utilize Touch of Fear on something that might cause you trouble. Even if you're beating on it and it gets to fight back, the hefty tohit debuff is nice. Personally, I love to use it on those dang Council marksman and then go to work on his friends.


 

Posted

This is just a matter of personal preference, but I never even considered taking Touch of Fear. I just thought, "Why spend an attack making something scared when I can use that attack to bash it's face in?"

I respeced out of it Shadow Maul...I just groaned any time it missed and I stood there for three seconds swinging at air. Also, I found that it wasn't that great against AV's.

When I run the Posi TF and my Level 50 Dark/Willpower Scrapper is Exemped down to level 15, my attack chain is Shadow Punch-Smite-Siphon Life with some small amount of downtime or a Vet attack thrown in.

Also, I slotted Siphon Life as a straight attack and have not regretted it at all.

Just throwin' my two cents in.


 

Posted

I grew up on street fighter 2. E honda's 1000 hand slap and chun li's kicks where my favorite so shadow maul is a must have for me. Jump in a mob, soul drain, DC (if you have it), then shadow maul the most clustered area of the mob.

I had ToF on my DM/WP for a few levels. I got it to deal with them hard stabbing Red Cap Bosses (thanks for that tip, BrandX) then did a respec when I noticed I didn't need to use it a lot. The same with DC (didn't need it).

It all depends on your playstyle for what tactics are best. I've gotten lazy on my DM/WP now and won't run all over the place finding things to kill. So, I hit the epic pool for some range action. Fire off a shot to the middle of a mob, then go around a corner to make them all come to me. Actually, I found that herding tactic the easiest way to line the mob up in the shadow maul cone. The downside of that is the chance that you won't get as many in soul drain range.


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

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

 

Posted

Quote:
Originally Posted by marc100 View Post
Can I get some fighting advice to be a better scrapper?
Step 1. Go down to your local hardware store and buy yourself the 2 of the biggest friggin sledgehammers they sell... something in the 10-12 lb range is what we're looking for.
Step 2. Buy a helmet. Any helmet will do. Football helmet, motorcycle helmet... something solid, not a toy.
Step 3. Buy/or Download any song by the music group "Disturbed"
Step 4. Turn up the music as loud as it can possibly go.
Step 5. Scream "I AM A PRETTY HATE MACHINE" at the top of your lungs 3 times.
Step 6. Find a wall and put on your helmet.
Step 7. Alternately, apply the hammers and head to the wall at high velocity until the wall gives up.
Step 8. Repeat steps 5-7 until something noteworthy happens.


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

 

Posted

Quote:
Originally Posted by shred_monkey View Post
step 1. Go down to your local hardware store and buy yourself the 2 of the biggest friggin sledgehammers they sell... Something in the 10-12 lb range is what we're looking for.
Step 2. Buy a helmet. Any helmet will do. Football helmet, motorcycle helmet... Something solid, not a toy.
Step 3. Buy/or download any song by the music group "disturbed"
step 4. Turn up the music as loud as it can possibly go.
Step 5. Scream "i am a pretty hate machine" at the top of your lungs 3 times.
Step 6. Find a wall and put on your helmet.
Step 7. Alternately, apply the hammers and head to the wall at high velocity until the wall gives up.
Step 8. Repeat steps 5-7 until something noteworthy happens.
lol


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by BlazingBlue View Post
Not that I'd recommend taking the self rez powers from the secondarys, but I'm just wanting to point out that besides the debt protection, /WP's self rez (Resurgence) provides a recovery, damage and 100% global recharge buff for 90 seconds.
Among the secondaries, WP arguably has the best Tier 9 and self-rez powers.

However, the self-rez powers only work if you get yourself killed. Unless you care about getting the debt badge, you should be able to survive pretty much anything as a WP scrapper after level 30 if you're careful to judge the strength of your opposition and are very quick to use inspirations (especially greens and purples) when you sense the tide is turning against you.

I have a level 35 MA/WP scrapper and she's got a grand total of 4,320 debt. That's less than 10% of the 50,000 needed for the first Debt badge. According to Paragonwiki that's less than one defeat at level 26. Which means she's only been defeated only a very few times.

Given that sort of performance, having a power that you'll use only a few times on the trip from 35 to 50 seems like a total waste.


 

Posted

Quote:
Originally Posted by marc100 View Post
However playing a Dark Melee scrapper is totally different from any defender or trollers I've played, so I'd like some advice on the best ways to play when I jump into a mob. So I can be better solo and on a team.
Sometimes when I attack I second guess what Im doing wondering if theres a stronger/faster combo I can use.
A lot of the respondents are giving you advice that you won't be able to use for 16 more levels. I'll be a little more immediate and practical.

Because Shadow Maul and Sands of Mu are slow, they're best used when you can get more than one target at a time. I've found the best way to use any melee cone is to evaluate the placement of the mobs, then approach from a direction that maximizes the number you'll hit. Targeting a mob in the back and then interposing others (as another poster suggested) is a good way of doing this.

If you're solo, pulling mobs around a corner or into a narrow space is a very good way to get them to bunch up into a small area so that you can affect the maximum number of mobs with your cones. When I first started playing my DM/DA scrapper I would attack one opponent in a group, then run between a dumpster and a building. The rest would follow me behind the dumpster and would all line themselves up for the cone.

Most of the time you should be able to get at least two mobs at a time with melee cone powers. If not, you need to dance around a bit and get them to move so that you can target them. With experience you learn to do this efficiently and automatically, and you barely notice you're doing it. Most of the time you can take a single step left or right and accomplish this. Since a lot of power sets have melee cones, it's a skill that's applicable to other characters as well.

You should also make sure that you have enough accuracy on your melee cone powers so that they don't miss. At level 17 you should probably have two level 20 acc DOs, or a level 15 and a level 20 Acc IO. I always go with the IOs these days; they're not that much more expensive to make or buy (you can often get them for DO prices on the market, especially damage IOs because they use readily available salvage). And they never wear out, so they're cheaper in the medium run than DOs and SOs.


 

Posted

Personally I HATE touch of fear, get smite siphon life and most of the other attacks, jump in the middle, drain l;ife and then smack'em around.


The more people I meet, the more I'm beginning to root for the zombies.

 

Posted

Quote:
Originally Posted by Rodion View Post
Among the secondaries, WP arguably has the best Tier 9 and self-rez powers.

However, the self-rez powers only work if you get yourself killed. Unless you care about getting the debt badge, you should be able to survive pretty much anything as a WP scrapper after level 30 if you're careful to judge the strength of your opposition and are very quick to use inspirations (especially greens and purples) when you sense the tide is turning against you.

I have a level 35 MA/WP scrapper and she's got a grand total of 4,320 debt. That's less than 10% of the 50,000 needed for the first Debt badge. According to Paragonwiki that's less than one defeat at level 26. Which means she's only been defeated only a very few times.

Given that sort of performance, having a power that you'll use only a few times on the trip from 35 to 50 seems like a total waste.
Have a Spine/WP 50....never once even considered the self rez...even with its added glory AFTER you faceplant...I can bump SoW and grab capped res with like 5.7 rec/sec but really, it cant really touch my 50 regen in that aspect because of the unhanceable for rech to SoW...therefore I would not consider a self rez pre I16...post I16 we can run 54 farms and well...you might find yourself in a jam if you run into that group taking the alpha...even Rttc's only hit 120-150 hp? around there...


even as the scrapper you are much more quick on the draw and can keep attention on you, I liked the comment about the footwork because without it my performance would be very affected. One good way I pay attention to cones (throw spines for me, but any cone) is make sure you check the radius and when you take a jump back to pop it off just make sure you are exceeding that distance so you get the full effect..

cheers


@Possible

A couple of this, a couple of that.

Join Liberty

 

Posted

For lvl 16 you have way too many defense powers and not enough attack powers. By 16 I like to have at least a 4 attack chain. Shadow Maul, smite, siphon Life, and (power pool attack, boxing, Air Sup) of your choice.(or you can leave TOF for this slot since you have some vet attacks.)

Take Siphon Life Asap, it does great dmg and gives heal.

Always take your mez protection when its available.

So get to a trainer activate your alternate build and repick some powers. You should start seeing an improvement in survivability and attack power real soon.


 

Posted

Personally I like to go for my defensive powers first, but I've found that with Willpower, it's really only with a combination of all your defensive options (E.G. high level) that you really start to shine.

There's been a lot of good advice in this article already so I'll just touch on a few points I've picked up.

My current main is a DM/SR scrap. I have Shadow Maul but I don't use it in my main attack chain, but rather use it when the opprotunity to hit multiple targets arises. In the early levels, though, whatever is up is your attack chain. I wouldn't be afraid to use it. It's decent enough that using it on a single target isn't a waste.

Powers from DM that you will need to get without a doubt: Smite, Siphon life, Soul Drain, Midnight Grasp.

I personally like shadow punch as well.

You may not need dark consumption as a WP scrapper, since you'll have both Quick Recovery and Stamina (Assuming you're taking both... personally I would). That will have to be a choice you make with experience.

The only thing I would skip in Willpower is the self rez, for reasons stated above.

And since I've totally forgotten the topic... FIGHTING AS A SCRAPPER!

As a DM/WP, you're going to start your fights by pissing off as many people as you can. Take Soul Drain the second you can, and open your fights with it. It will train enemies on you, fueling your RttC, and also keeping them within striking distance. As you go up in levels, you'll probably start to find an attack chain you're comfortable with. While WP is usually a 'fire and forget' set, always have your insp tray open, and keep a few purples and greens in it. If a group looks nasty, pop a purple. If your health goes red or yellow and you're still fighting a large group, it might be time to pop a green.

The last thing to remember about WP is that Strength of Will is a PRE-EMPTIVE power. Popping it after you've engaged a group will not save you. That said, pop it as soon as it comes up and you'll be a veritable buzzsaw with no need to stop.