Vet player returning ..i think


BrokenPrey

 

Posted

So i played CoH/V about a year after CoH was released, i joined around issue 4 or 5, loved the game, my first toon was a DM/Regen scrapper, Awesome set.

Played for a loong few years had many adventures and left sometime around issue 9/10. I just reactivated my account and decided to play again. I dusted off my scrapper and am very sad to see that his spec is waay behind schedule

So much to say that as of current his spec is still slotted with 50++ SOs as follows:

DM

Shadow Punch, Smite, Shadow Maul, Midnight Grasp: 2 acc, 3 dmg, 1 rec red/ 1 end red
Soul drain: 2 acc, 2 rec red, 2 +tohit
ToF 2 Acc, 2 -tohit

Regen

FH 3 heal
QR 3 end
REco 3 heal 3 rec red
DP 3 heal 3 rec red
Int 3 heal
IH 3 hea 3 rec red

pools

Hasten 3 rec red

Swift 3 run, hurdle 3 jump, stam 3 end +, health 2 heal

Tp as travel

Dark mastery

PG 2 acc, 2 rec red

DB and TT 2 acc, 2 -tohit.

Very much in need of updating.. lol. So is there any new guides for a DM/Regen scrap out there?

ty


 

Posted

Just wanted to say welcome back!


 

Posted

Quote:
Originally Posted by BrokenPrey View Post
Welcome back

Here is a guide for Dark Melee and I think it has a DM/regen build too.
That guide is bad. No insult intended to Joe, but bad.

Here's all the guide you need:

For clarification, the high recharge attack string is MG>Smite>Siphon>Smite and the low recharge attack string is MG>Smite>SP>Siphon>Smite>SP.

Shadow Punch: For a cheap build, you need it to fill in your attack string. For an expensive, high recharge one, you don't. With SOs, 1-2 acc, 3 dam, possibly 1-2 end redux depending on how much you need it. For IOs, 6 piece Touch of Death. No recharge is needed because it already recharges fast enough for the low recharge attack string.

Smite: Get it, love it, slot it. 1-2 acc, 3 dam, 1-2 recharge or 6 piece Touch of Death. It'll be the most used attack you've got. You'll want to get enough +rech to be able to use it every 2.112 seconds (the animation time of the shortest interval between uses in the optimal attack string; i.e. Siphon Life's animation time), which is 185% +rech. If you're going for SOs (and thereby the low recharge attack string), that pretty much means you're gonna need ~90% for a seamless attack string, which you're not gonna get with SOs. 1-2 rech IOs will get it for you when Hasten is up though.

Shadow Maul: If you don't bother getting good with Shadow Maul, you're never going to have fun with DM because you'll be killing mobs too slowly. However, you gotta give up something when you're building a toon and Shadow Maul can easily get put on the chopping block. Take it if you've got the power choice, but don't take it otherwise. I generally skip it on cheap builds because I use the power pick for Shadow Punch. 1-2 acc, 3 dam, 0-2 rech, 0-2 end redux or 6 piece Obliteration. For the truly expensive, 5 piece Armageddon.

Touch of Fear: It used to be fun but the amount of damage this power does to your DPS means that you're pretty much going to want to ignore it. You may feel comfortable using it as a set mule (re: power you never use but slot up anyway because you like the set bonuses) or as a rarely used utility power for when you're in danger, but it's going to hurt your DPS bad, which is why you became a Scrapper. For SOs, 1 acc, 0-3 tohit (the fear is crazy stackable with the natural duration). For IOs, 5 piece Glimpse, 5 piece Dampened Spirits, 4 piece Dark Watcher's, or 4/6 piece Cloud Senses.

Siphon Life: No longer that horrible attack that barely healed. Now it's a full on facebeater that still heals rather horribly. Don't use it as a heal. Use it as one of your primary attacks (as you can see from the attack strings I gave you). There is some debate as to whether you're going to want to slot up the healing portion, but, considering you're DM/Regen and you've got damage recovery coming out of your nose, the loss of an extra 10 hp/sec isn't really gonna hurt you at all. 1-2 acc, 3 dam, 1-2 rech or 6 piece Touch of Death (seems to be rather common slotting, yes?).

Confront: Just... don't. It's like Touch of Death for people that want to play pseudo-tank rather than pseudo-controller. It'll pretty much be a set mule, which is nice because it's a wonderful set mule if you've got the slots and power pick to spare. I wouldn't take it, but if you did, 6 piece Mocking Beratement and 4 piece Perfect Zinger are gold.

Dark Consumption: Wonderful power. Just wonderful. If you're smart with it, it can allow you to get away without Stamina for a good long while. The important thing to remember is that it's not an attack and there's no real point in enhancing anything but recharge and a little bit of acc because a lot of the +end is gonna be redundant anyway, unless you're aiming for a specific set. 0-1 acc and 3 rech or 6 piece Obliteration.

Soul Drain: It's just as wonderful as Dark Consumption and has pretty much the same slotting mentality. The damage is pitiful, but you want it up a lot and you want it to hit because, in order to give you happiness, it's gotta hit the target. 0-1 acc and 3 rech or 6 piece Obliteration.

Midnight Grasp: MG is your hard hitting wonder. It's incredible. Don't bother slotting the immob because you've got better things to enhance it for, like damage, accuracy, and the all important recharge. For the high recharge attack string, you're gonna want to get all the recharge you can because MG wants it bad (235% +rech required). For the low recharge string, it's still pretty demanding (127% +rech required). 1-2 acc, 2-3 dam, 2 recharge or 6 piece Mako's Bite. The expensive, optimal slotting would be 5 piece Hecatomb because it's packing so much delicious +rech enhancement.

Fast Healing: You have to take it. That's all there is to it. Don't slot it up much unless you've got slots to spare. Give it an SO to keep it company or, if you don't have the space elsewhere, throw in a proc IO. The optimal IO slotting changes a lot depending on what else you're packing. In general, it'll just get a single heal.

Reconstruction: Get it, love it, learn to use it. Only 2 things matter where Recon is concerned: Healing and Recharge. Rech is probably more important in the beginning, but the important tapers off in the end. For SOs, 3 rech, 3 heal. For IOs, 5 piece Doctored Wounds or 5 piece Panacea. Panacea will give you better set bonuses, but, thanks to its less useful enhancement values, Doctored Wounds is still top in my book.

Quick Recovery: Get it, love it, learn to not run out of endurance. For SOs, slot it up for end mod until you get to the red zone (i.e. 3 End Mod). The Perf Shifter proc will also be your friend and, thanks to set bonuses, the opinion on optimal slotting with IOs shifts rather often. I prefer Perf Shifter proc, Perf Shifter End Mod, and a level 50 common IO. Others with more slots to throw around prefer 4 piece Perf Shifter (all but Acc/Rech and the triple).

Dull Pain: Wonderful. Depending on how you use it, it's either a heal with a functional +regen buff or a functional +regen buff with a heal. Either way, you want it up as often as possible. The healing is your first priority though because it'll heal you for more and give you more hit points. For SOs, 3 heal, 3 recharge. For IOs, either 5 piece Doctored Wounds or 5 piece Panacea, same arguments for either as with Reconstruction.

Integration: If you don't take it, you deserve to be slapped upside the head. You should already have endurance coming out of your nose thanks to DC and QR, so slotting down it's already low end cost is rather pointless. For SOs, 3 healing is all it needs. For IOs, you'll want to get its healing enhancement high and, otherwise, use it like Fast Healing for heal set procs.

Resilience: It's great for one thing and one thing only: holding on to your +def IOs. On an SO build, don't even bother because the resistance is so low its not even worth slotting up. On an IO build, your best bet is to just take it at a level where you've got nothing better to pick (like that level 49 power selection) and put the +def IOs (steadfast protection and gladiator's armor) into it. It's kinda like Fast Healing but for resistance instead of regen.

Instant Healing: Not nearly as good as it used to be. Only a pittance (re: 25%) of its +regen is enhanceable, so most healing enhancement is lost on it. For SOs, 3 recharge. For IOs, 5 piece Doctored Wounds or 5 piece Panacea, same argument as came from Reconstruction (strange how there is so much identical slotting, yes?).

Revive: It's an awaken on a 5 minute recharge. I wouldn't ever bother taking it, especially since, if you use it when there are enemies nearby, you're like to die as you're standing up. It's by far the weakest of the self-rez powers in the game. If you take it and slot it, there's no help for you. At most, all it needs is a single rech.

Moment of Glory: Honestly, my favorite power in the set. 15 seconds of sheer unkillability on a 4 minute timer. Because the resistance and defense values are so high, all that matters is getting the recharge down. For SOs, 3 rech. For IOs, LotG +rech, LotG Def/Rech, and 2 level 50 common Rech IOs. The only problem with the power is the long animation time which inhibits the twitch use of the power (which is pretty much how */regen is forced to play thanks to being largely click dependent) thanks to animation time delay and the fact that a decent portion of the effect (~1 sec) is eaten by finishing the animation.

Where pool powers are concerned, there are 5 that are important:

Fitness: You can do without it for a while thanks to QR and Dark Consumption, and some builds can do without it completely, but it's still nice to have. Don't take it asap, seeing as you shouldn't have any endurance woes until you get some toggles and expensive attacks beneath your belt. The start working on it is your 30s and so that I generally get Stamina immediately before or after Focused Accuracy (i.e. 42 or 45).

Fighting: Tough is wonderful because it functionally multiplies your regeneration against those damage types. Weave is even better because it operates against all damage types and can accept LotG +rech IOs, except that, because it's +def, it doesn't work unless you've got a decent bit of it. Don't bother getting Weave unless the build is packing at least 15% +def. Boxing and Kick are bother pointless and should only be slotted if you're planning on turning them into set mules (5 piece Absolute Amazement and 5/6 piece Stupefy are quite excellent for Boxing if you've got the slots to throw around).

Leaping: Combat Jumping is cheap effective defense and provides a simple spot for the LotG +rech IO and the BotZ set. Super Jump is a great travel power. Acrobatic is pointless. That's all you need to know.

Leadership: Maneuvers is wonderful, Tactics is great, Assault is only worth a single slot (and barely worth the pick at all imo) and Vengeance isn't really a power worth picking thanks to Scrappers' pitiful ranged buff modifiers.

Speed: Seeing as +rech is your god (you live off of click powers), Hasten is, at the very least, your patron saint. Super Speed is nice too, because it's a great spot for a BotZ and it's a fast mover. Whirlwind is completely ignorable.

My default power pools are Leaping, Speed, Fitness, and Fighting.


 

Posted

Here are a couple builds that should show you what I'm talking about with all of that I've written:

My crazy expensive, optimized DM/Regen build...

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

Click this DataLink to open the build!

+def concept: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Smite -- 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%(46)
Level 1: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(48)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
Level 4: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(13), Panac-Heal(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Integration -- Panac-Heal(A), Numna-Regen/Rcvry+(17), Numna-Heal(27), Panac-Heal/+End(27)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(39)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), S'dpty-Def(46), S'dpty-Def/EndRdx(46)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



And the more affordable variant...

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: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
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: Fast Healing -- Heal-I(A)
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: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-Rchg(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Heal(29), Mrcl-Rcvry+(40)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), S'dpty-Def(36), S'dpty-Def/EndRdx(37)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(50), Dct'dW-Rchg(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(46)
Level 41: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 49: Adrenalin Boost -- P'Shift-End%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Bah. Last night, I thought about posting simply, "Do whatever Umbral says when he sees this thread and posts." I should have done that. He's more an expert on this subject than I am, but let me take a look over his mini-guide and give it my stamp of approval. Yep, those are the right attack strings. Yep, Touch of Death is probably the go to set because of the melee defense. I did put Shadow Maul on the chopping block for my AV soloer, but it KILLED me because I LOVE Shadow Maul. I'd definitely fit it in if you can. Some people love Touch of Fear, but I'd rather be doing damage. I agree with slotting Siphon Life purely as an attack since you have "damage recovery coming out of your nose". I agree that Dark Consumption isn't an attack; it's just an endurance recovery power that happens to do a little damage. I'm a fan of six-slotting Performance Shifter in Quick Recovery if you can afford the slots. Otherwise, the four or two plus one slotting that Umbral mentions seems ideal. Hmmm, hmmm, hmmm, blah, blah, blah... yes, do what Umbral says.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Umbral,

Look at this for me and tell me what you think. (Thread derail. its DM/inv) I am leaning toward this, it was posted in my other thread but I think you might look at this one at least one more time

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(15), RechRdx-I(27)
Level 1: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResPsi(43)
Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(3), ImpSkn-ResDam/EndRdx(3), ImpSkn-ResDam/Rchg(23), ImpSkn-ResDam/EndRdx/Rchg(43)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 6: Boxing -- Empty(A)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Golgi(9), HO:Golgi(11), C'ngImp-Dmg/Rchg(11), Mako-Dmg/Rchg(21)
Level 10: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(19)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Unyielding -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(21)
Level 18: Dark Consumption -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(19), RechRdx-I(23), RechRdx-I(29)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Heal-I(A), RgnTis-Regen+(43)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(25), EndMod-I(45)
Level 26: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(46)
Level 28: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 30: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), RechRdx-I(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(39), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48), Mrcl-Rcvry+(50), Numna-Regen/Rcvry+(50)
Level 49: Unstoppable -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Posted

Quote:
That guide is bad. No insult intended to Joe, but bad.
How? the builds might be bad(didn't look) but after reading it and reading yours it says about the same thing.

the only real thing is he says if your anything else but regen skip SP and you say for high recharge builds skip it. You both also talk about the good and bad of Shadow Maul. All the other stuff seems the same to me. DC and SD don't slot of an attack because the damage is weak and you really only care about the buff. SL is now one of the best attacks and is good to slot of an attack or a heal. ToF is your opinion some people love it some don't. So I really don't see why you call it bad if it is the builds then just say that because he is saying every thing you just said.


"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 Imaheroe View Post
Umbral,

Look at this for me and tell me what you think. (Thread derail. its DM/inv) I am leaning toward this, it was posted in my other thread but I think you might look at this one at least one more time
From a DM/* perspective, it looks rather solid with a couple problems. You don't have the recharge in MG to get the high recharge attack string, and you've put a bit too much recharge emphasis on Siphon Life. Siphon Life is the least recharge intensive power you've got honestly so you could pull a slot out of it without much loss of effect.

Other than that, it looks like you've got way overkill on endurance. Assuming you meant to get the other passive accolades, you'd have 4.79 end/sec recovery, .9 end/sec passive drain, and, assuming you managed to get the +rech to attain the high recharge attack string, only 3.59 active drain (Hasten included). Without ever touching Conserve Power or Dark Consumption, you'd have a .3 end/sec endurance surplus. You could easily sacrifice some of your +end and +recov set bonuses for more defensive bonuses since you're not really packing much in the way of it. Also, though you've very nearly got Dull Pain perma (you've only got 3 seconds of downtime, including animation time), you're packing way more +hp than you should need. You can easily do without most the +hp set bonuses (assuming you were aiming for all of the passive accolades).

At the very least, I'd get rid of Conserve Power and many of the +hp, +recov, and +end set bonuses in favor of more +def (which you're pretty low on). At the most, I'd do this:

With saturated Invinc, it's softcapped to s/l/f/c, only 3.1% from softcap on n/e, can run the MG>Smite>Siphon>Smite attack string, perma-DP with the hp cap, and 52.7 hp/sec damage recovery discounting the DP heal. With FA on and saturated DC, it's endurance sustainable. With a single target, it's sustainable without FA on. My only problem with it is that it doesn't have Shadow Maul, which means that, though it excels when there are multiple targets around, it isn't really capable of mowing through them, but that's something I can live with.

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(9)
Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx(13)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), LkGmblr-Def/EndRdx(15), Zephyr-Travel/EndRdx(34)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Theft-Acc/Heal(36), Theft-Acc/EndRdx/Heal(39)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(37)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
Level 18: Health -- RgnTis-Regen+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 24: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
Level 26: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def(39), GftotA-Def/EndRdx(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), RechRdx-I(37), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(42)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Def(42), GftotA-Run+(43)
Level 38: Boxing -- Empty(A)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(45)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), GftotA-Def(50), GftotA-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Quote:
Originally Posted by BrokenPrey View Post
How? the builds might be bad(didn't look) but after reading it and reading yours it says about the same thing.

the only real thing is he says if your anything else but regen skip SP and you say for high recharge builds skip it. You both also talk about the good and bad of Shadow Maul. All the other stuff seems the same to me. DC and SD don't slot of an attack because the damage is weak and you really only care about the buff. SL is now one of the best attacks and is good to slot of an attack or a heal. ToF is your opinion some people love it some don't. So I really don't see why you call it bad if it is the builds then just say that because he is saying every thing you just said.
The guide is bad and the power recommendations are similarly off on most of them. It places greater emphasis Shadow Punch and the tohit debuff than it should (the tohit debuff is actually rather paltry, even when stacked up), the slotting is off on most of the powers because it ignores the need of attack string oriented combat, downplays the incredible power of Dark Consumption, acts as if ToF is god's gift to Scrappers, and has old as well as bad (even at the time of posting) recommendations on IO sets.

That guide was posted and created when I was taking a haitus from the game, which is why I didn't have any input on it and feel free to criticize it and suggest people don't follow most of those recommendations at all. It's a guide. That's doesn't make it a good one. At most, it's largely mediocre.


 

Posted

Thanks!!!! loading it up now.

I agree, shadow Maul is sexy and I hate to lose it but if I need good AoE, I'll pull out my trusty Claws/SR.

Wow, major expensive with the 2 purple sets, and seriously, if I ever get 5 hetacombs, its going to my claws/SR. its a good review though in building an Inv based toon.