Lil Feedback wanted from you lovely forum people =)


NeonPower

 

Posted

Hey im currently leveling a ELM/ELA scrapper and was hoping for a little feedback and advice concerning my percieved build =)

Also if anyone has play experience of an ELM or ELA character that would be very useful as well.

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

Click this DataLink to open the build!

Corkscrew: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
------------
Level 1: Charged Brawl
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(5) Kinetic Combat - Damage/Endurance/Recharge
(46) Call of the Sandman - Chance of Heal Self


Level 1: Charged Armor
(A) Reactive Armor - Resistance/Endurance
(5) Reactive Armor - Resistance
(7) Reactive Armor - Resistance/Recharge
(7) Reactive Armor - Resistance/Endurance/Recharge


Level 2: Lightning Field
(A) Scirocco's Dervish - Accuracy/Damage
(9) Scirocco's Dervish - Damage/Endurance
(9) Scirocco's Dervish - Damage/Recharge
(11) Scirocco's Dervish - Accuracy/Damage/Endurance
(11) Scirocco's Dervish - Accuracy/Recharge
(17) Performance Shifter - Chance for +End


Level 4: Conductive Shield
(A) Reactive Armor - Resistance
(13) Reactive Armor - Endurance
(15) Reactive Armor - Resistance/Endurance
(15) Reactive Armor - Resistance/Endurance/Recharge


Level 6: Hurdle
(A) Jumping IO


Level 8: Thunder Strike
(A) Obliteration - Damage
(17) Obliteration - Chance for Smashing Damage
(19) Obliteration - Accuracy/Recharge
(19) Obliteration - Damage/Recharge
(21) Obliteration - Accuracy/Damage/Recharge
(21) Obliteration - Accuracy/Damage/Endurance/Recharge


Level 10: Static Shield
(A) Reactive Armor - Resistance
(23) Reactive Armor - Resistance/Endurance/Recharge
(25) Reactive Armor - Resistance/Endurance
(25) Reactive Armor - Resistance/Recharge


Level 12: Hasten
(A) Recharge Reduction IO
(13) Recharge Reduction IO
(27) Recharge Reduction IO


Level 14: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(29) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 16: Grounded
(A) Steadfast Protection - Resistance/+Def 3%
(31) Steadfast Protection - Knockback Protection


Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(31) Numina's Convalescence - Heal
(33) Numina's Convalescence - Heal/Endurance
(33) Numina's Convalescence - Heal/Recharge
(33) Regenerative Tissue - +Regeneration


Level 20: Energize
(A) Numina's Convalescence - Heal/Recharge
(23) Numina's Convalescence - Heal
(34) Recharge Reduction IO


Level 22: Stamina
(A) Performance Shifter - Chance for +End
(31) Efficacy Adaptor - EndMod/Endurance
(37) Efficacy Adaptor - EndMod/Accuracy/Recharge
(39) Efficacy Adaptor - EndMod/Accuracy
(39) Efficacy Adaptor - EndMod
(50) Efficacy Adaptor - EndMod/Recharge


Level 24: Chain Induction
(A) Kinetic Combat - Accuracy/Damage
(34) Kinetic Combat - Damage/Endurance
(36) Kinetic Combat - Damage/Recharge
(36) Kinetic Combat - Damage/Endurance/Recharge


Level 26: Build Up
(A) Rectified Reticle - To Hit Buff
(27) Rectified Reticle - Increased Perception
(37) Rectified Reticle - To Hit Buff/Recharge


Level 28: Lightning Reflexes
(A) Run Speed IO


Level 30: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(39) Luck of the Gambler - Defense
(40) Luck of the Gambler - Defense/Endurance
(45) Jumping IO


Level 32: Lightning Rod
(A) Obliteration - Damage
(34) Obliteration - Accuracy/Damage/Recharge
(36) Obliteration - Accuracy/Recharge
(37) Obliteration - Damage/Recharge
(45) Obliteration - Accuracy/Damage/Endurance/Recharge
(45) Obliteration - Chance for Smashing Damage


Level 35: Boxing
(A) Kinetic Combat - Accuracy/Damage
(40) Kinetic Combat - Damage/Endurance
(40) Kinetic Combat - Damage/Recharge
(42) Kinetic Combat - Damage/Endurance/Recharge


Level 38: Tough
(A) Reactive Armor - Resistance
(42) Reactive Armor - Resistance/Recharge
(42) Reactive Armor - Resistance/Endurance
(43) Reactive Armor - Resistance/Endurance/Recharge


Level 41: Weave
(A) Luck of the Gambler - Recharge Speed
(43) Luck of the Gambler - Defense
(43) Luck of the Gambler - Defense/Endurance


Level 44: Conserve Power
(A) Recharge Reduction IO


Level 47: Physical Perfection
(A) Performance Shifter - Chance for +End
(48) Performance Shifter - EndMod
(48) Performance Shifter - EndMod/Accuracy
(48) Performance Shifter - EndMod/Recharge
(50) Miracle - +Recovery


Level 49: Power Surge
(A) Recharge Reduction IO


------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage
(46) Kinetic Combat - Damage/Endurance
(46) Kinetic Combat - Damage/Recharge
(50) Kinetic Combat - Damage/Endurance/Recharge


Level 1: Sprint
(A) Jumping IO


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Critical Hit



Thanx
-NP


 

Posted

First off, short forum export please. Long export is annoying and pointless.

Secondly, you're using a set that doesn't have any defense type preference. You're better off going with positional rather than typed based defense (or an inefficient mix of the two, which you seem to be doing).

Third, don't short slot the enhancement effects for a power just because you want a specific set bonus. Enhancement will do more for a power than any set bonus. Of course, if you never plan on using the power, enhancement doesn't matter and set bonus trumps all. I really hope that you plan on using Charged Brawl and Chain Induction, even though you slotted them abysmally.

Fourth, you've got some funky proc preferences. The 4th Numina isn't going to do you much good since you've only got the single heal (and you short slotted that, to boot). Putting the Perf Shifter into Lightning Field is actually going to grant endurance to your target, thanks to how the proc works (it rides the first end mod effect).

I'd more likely build the character like this. It's not as directly survivable (re: lower melee defense and neg resist), but it's actually capable of beating some face in. It relies on Power Sink for a bit of survivability (from massive End drain) and endurance sustainability, which isn't really an issue when it's pulling in 2.43 end/sec (50.4 endurance every ~21 seconds) even against a single target. CI>CB>JL>CB attack string.

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

Click this DataLink to open the build!

Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(9), S'fstPrt-ResDam/EndRdx(27)
Level 2: Jacobs Ladder -- 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 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(9), TtmC'tng-ResDam/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(7), LkGmblr-Def(23), Zephyr-Travel(25)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/Rchg(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
Level 16: Health -- RgnTis-Regen+(A), Panac-Heal/+End(50)
Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(31), RechRdx-I(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25)
Level 22: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37)
Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Lightning Rod -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48)
Level 38: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/Rchg(39)
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 -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(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 Umbral View Post
Secondly, you're using a set that doesn't have any defense type preference. You're better off going with positional rather than typed based defense (or an inefficient mix of the two, which you seem to be doing).
i was going for S/L because most attacks have a S/L component, so i could be protected against most attacks, and i was told that S/L was easier to Soft cap then positionals.

So, i direct this and all my questions to everyone, if positional defense is better how would be best to get high positional defenses, and would getting higher melee than i have S/L atm be much of a sacrifice to other parts of my build.

Quote:
Originally Posted by Umbral View Post
Third, don't short slot the enhancement effects for a power just because you want a specific set bonus. Enhancement will do more for a power than any set bonus. Of course, if you never plan on using the power, enhancement doesn't matter and set bonus trumps all. I really hope that you plan on using Charged Brawl and Chain Induction, even though you slotted them abysmally.
I don't understand what you mean by short slot, because if it's what i belive it means then your suggesting i slot a full set into each power which wouldn't be very efficient. also i do plan on using CB and CI as that is half of my attacks.

Will 4 attacks be enough to form an effective attacks chain concidering one of them is LR?

Quote:
Originally Posted by Umbral View Post
Fourth, you've got some funky proc preferences. The 4th Numina isn't going to do you much good since you've only got the single heal (and you short slotted that, to boot). Putting the Perf Shifter into Lightning Field is actually going to grant endurance to your target, thanks to how the proc works (it rides the first end mod effect).
if i'm not mistaken those set bonuses effect regen as well and as i have health and PP they will be quite helpful in upping my regen, something very useful to high res sets. thanx for the warning about the LF proc, and tbh i most probally wouldn't need it with 4.03erps and 2 of those procs in the recov auto's.

Lastly, by funky procs i guess your reffering to Call of the Sandman heal proc, i thought i would be useful seeing as i would be usign that attack as my chain filler, and a lack of defense would mean my health was vulnerable. so would this proc be useful of just end up as a waste of time and inf?

Thanx
-NP


ps: i can't seem to find any up to date examples of how the defense mechanics work. I was hoping to find out the enemies base chance to hit depending on your defense so i know what to aim for when slotting. =)


 

Posted

Quote:
Originally Posted by NeonPower View Post
i was going for S/L because most attacks have a S/L component, so i could be protected against most attacks, and i was told that S/L was easier to Soft cap then positionals.
S/L being easier to softcap is debateable. You can get it, but the bonuses are in lower value sets that you're having to reduce the enhancement values of your build in order to access. The question is whether S/L is actually better to softcap because you're leaving yourself open to everything else out there by doing so. The positionals at least cover more bases so that you won't be torn apart by the other damage types.

Quote:
So, i direct this and all my questions to everyone, if positional defense is better how would be best to get high positional defenses, and would getting higher melee than i have S/L atm be much of a sacrifice to other parts of my build.
Touch of Death 6 piece sets, Obliteration 6 piece sets, BotZ 3 piece sets, Weave, Maneuvers, and the Steadfast protection IO. Using those, you can get ~28% +def(melee) and ~18% +def(ranged, AoE) without sacrificing the enhancement benefits of your powers.

Quote:
I don't understand what you mean by short slot, because if it's what i belive it means then your suggesting i slot a full set into each power which wouldn't be very efficient. also i do plan on using CB and CI as that is half of my attacks.
Short slotting (aka under slotting) is when you don't fully slot a power that you should and thereby end up with really bad enhancement values for the power. You did this with both Chain Induction and Charged Brawl by only slotting them with 23% acc, 85.5% dam, and 41% end and rech. The enhancement values on those powers are so low that they're not going to be performing well at all. With that little acc slotting, you're barely going to be hitting at all and with that little recharge slotting, you're not going to be able to get a decent attack string. From how you've slotted those 2 powers, it doesn't seem like you plan on using them whatsoever, especially since you gave Brawl and Boxing, attacks which pretty much exist in Scrapper builds to be set mules and requirement powers, the exact same functional slotting.

You also did the exact same thing for Energize, which makes me question whether you actually know how powerful it is.

Quote:
Will 4 attacks be enough to form an effective attacks chain concidering one of them is LR?
Considering the powers you picked, no. Your 4 attacks would not be enough for a full attack chain since 2 of them are AoEs with substantial base recharges. Even worse, those attacks that would actually comprise an attack chain you've underslotted completely, rendering any chance of an effective seamless attack chain nonexistent.

Quote:
if i'm not mistaken those set bonuses effect regen as well and as i have health and PP they will be quite helpful in upping my regen, something very useful to high res sets. thanx for the warning about the LF proc, and tbh i most probally wouldn't need it with 4.03erps and 2 of those procs in the recov auto's.
You are mistaken. The +heal set bonuses don't increase regeneration. They only increase actual healing, such as found in the initial benefit of Energize (re: not the regen).

Quote:
Lastly, by funky procs i guess your reffering to Call of the Sandman heal proc, i thought i would be useful seeing as i would be usign that attack as my chain filler, and a lack of defense would mean my health was vulnerable. so would this proc be useful of just end up as a waste of time and inf?
No, I'm referring to your placement of the Perf Shifter proc in Lightning Field, inefficient placement of the Numina proc (you'd get more switching from 4 piece Perf and 1 Miracle to 2 piece Perf, 1 common End, Numina proc, and Miracle proc), and use of the atrociously bad Call of the Sandman proc. Using Charged Brawl as often as you possibly could, and assuming that even with that atrocious slotting you'd have a 95% chance to hit, the Call of the Sandman proc would only provide 2.675 hp/sec (.95 * .10 * 66.9 / (1.056 + 1.32)). Your base regen is already 26.4 hp/sec. It's a drop in the bucket and a waste of a slot.

Quote:
ps: i can't seem to find any up to date examples of how the defense mechanics work. I was hoping to find out the enemies base chance to hit depending on your defense so i know what to aim for when slotting. =)
Check this from Paragonwiki. It's rather comprehensive. If you don't want to bother reading it, the goal for your defense should be 45%, whether it's positional or typed. The 45% goal is based on generating a 90% reduction in the chance to hit of enemies no more than 5 levels above you thanks to the hit formula, as given on that page. It won't always allow you to have a 5% minimum chance to be hit, but it will allow you to have the absolute lowest chance to be hit by that enemy as possible.

Of course, without any native +def, it's pretty much a forgone conclusion that you're not going to be softcapping yourself because there aren't enough. At most, you'd be best of aiming for ~20-30% +def to as many types or positions as possible.