My first Hero.......is a SCRAPPA!!!


beyeajus

 

Posted

Hi Scrappers!!! After 6 months of solid villainy I have decided to try out the fresh-aired, clean streets of Paragon! Now I did put some consideration into each archetype for heroes, but being a villain for so long, there's only one kind of hero that can suit me, a SCRAPPER!!!

So! I took claws/regen because I have never tried regen before, my only stalker is /nin.

I ask your advice, what can I skip now or drop at later levels? Regen really has 2 self heals?
Why do I keep looking for my fury bar? Is the base damage really higher than Brute's cause it sure looks like it. And finally, would phase shift be good to take for when MoG crashes, or would there be a better 'escape'?


 

Posted

Regeneration is a click intensive secondary that pares well with defense so slot for recharge and try and get as many defense buffing powers like weave and combat jumping.

Take Quicky Recovery, Reconstruction, Dull Pain, Integration, Instant Healing, Moment of Glory and possibly Resilience.

Don't drop any of those skip Revive, that is what awakens are for.

MoG doesn't crash and if you want phase shift go buy the temporary power phase shift and save yourself two power choices.

As for claws I cannot really help you there as I don't know much about that primary

Good luck!


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

cool, ty! I was planning on going with sj so cj is definitley on the horizon. Maybe ss too if I'm feeling crazy. I wonder if there are any updated guides for this..........

no MoG crash? right on!

EDIT: If I take quick recovery, is it ok to skip stamina? Or would they be great together?
I suppose the same can be asked for fast healing.


 

Posted

I am not the regen guy, umbral and Werner can help, but I think you want health and fast healing.

Claws are nice because of the low end usage. I think most builds push stamina into the 40s though.

Its the damage mulitplier, scrappers is higher then brutes so the damage is going to be better across the board. But I don't know how fury affects brute damage either.


 

Posted

Regeneration is a very active secondary with multiple clicks that you will use routinely. You have to pay attention, you have to predict what's coming your way, you have to make split second decisions in order to stay alive. And it's a school of hard knocks. All that said, I think it's the most rewarding secondary when you get everything right. On the down side, you pretty much have to get everything right in order to get the survivability of other secondaries.

Yes, the base damage is significantly higher than Brutes to make up for the lack of fury. You also get critical hits.

I do not recommend Phase Shift. If you aren't smashing in faces, you aren't a Scrapper.

I do not recommend skipping Stamina. You COULD, particularly with Claws, which uses less endurance than normal. But I recommend running a whole lot of toggles, and you're going to need a lot of endurance recovery to pull it all off. Think of limitless endurance as a perk of the set. That said, don't take Stamina at 20. You probably won't "need" it until the 30s or 40s.

Below is my standard boilerplate for Regen. This was written a while ago. I'm even more convinced of the value of recharge at this point, so I very strongly recommend Speed over Leadership, rather than merely recommending it. As far as set IOs go, just make sure you cover the enhancement levels indicated by the SO slotting, then you're shooting for recharge, recharge, MORE recharge, and finally defense.

“There are definitely other approaches, but here's what I'd consider a basic plan for the Regeneration secondary using SOs or common IOs:

- Fast Healing at 1, 3 heals
- Reconstruction nice and early, 3 heals, 3 recharges
- Quick Recovery nice and early, 1 endurance modifier at first, add 1 or 2 more as necessary
- Dull Pain when or shortly after when available, as there is a lot to squeeze in at that level, 3 heals, 3 recharges
- Integration at 16, 3 heals, possibly 1 endurance reducer
- Resilience when and if you can work it in, 1 resist
- Instant Healing when or shortly after when available, 1-3 recharges, no heals unless you're swimming in slots
- Skip Revive
- Moment of Glory when or shortly after when available, 1-3 recharges
- Hasten when convenient, 3 recharges
- Health when convenient, 3 heals
- Tough when convenient, 3 resists, 1 endurance reducer
- Stamina if and when you start having endurance trouble, which may not be until 30 or later, 1 endurance modifier at first, add 1 or 2 more as necessary

If it were me, I'd also try to get some basic defense, but it will use up even more power and pool choices. Combat Jumping or Hover, but don't worry about slotting for defense. Weave with 3 defense. Maneuvers with 3 defense. The Steadfast Protection unique in Resilience or Tough. With even-level SOs, that will give you 14.3% defense to all. Not great, but not bad.

The astute observer will notice that I've now recommended 5 power pools – Leaping or Flight, Fitness, Fighting, Leadership and Speed. You can't have everything, so you'll need to make some choices. I dropped Speed, using IO set bonuses and my primary (Katana) to drastically improve my defense. Most people should probably drop Leadership instead. You'll probably find Hasten more useful than Maneuvers.”


"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

I love my Claws/, grats on rolling one!

Werner has covered everything, I just add what springs to my mind.
Get your HPs towards the scrapper cap.
Everything in Regeneration gets better with more total HPs.
Dull Pain being "always on" is nice.
I have DP on auto for my Kat/Regen (no Hasten on her).
On the other hand I have Hasten on auto for my Claws/WP (no DP on her, sort of "build-in" with HPT).

On Claws/Regen you probably want Hasten on auto and then click DP when it's ready (or needed, yes it's a nice heal and has also Toxic RES build-in).

If you had to skip 2 powers in Regen, Revive first and Resilience second, but Resilience might be good if you plan to PvP or fighting extreme mezzers like Carnies.

Claws "IMO" is the mother of the fury concept in that you can stack up multiples of Follow Up for an increasing damage and To-Hit buff which you can maintain only by constantly attacking.
So Follow Up is probably your "key attack", I'd say ACC and RECH first, DAM and END second (later you can try to focus on DAM and END too here).

My Claws/WP has no Fitness pool, with Physical Perfection you can get around the same numbers for Recovery (check out this thread: http://boards.cityofheroes.com/showthread.php?t=194955).

Attack Chain for Claws:
For AVs I'm running 2 alternating sequences because of a slightly too long recharge in Eviscerate.
(Follow Up > Focus > Slash > Swipe) > (Follow Up > Focus > Eviscerate) repeat
Replace Swipe with Strike or go with Bill's attack chain if you don't plan on superfast recharge (Followup, Slash, Focus, Eviscerate ... http://boards.cityofheroes.com/showthread.php?t=196838)

As a mitigation tool for nasty alpha strikes there's Shockwave.
I've rescpec'd it out some time ago on my Claws/WP but it's probably handy for a /Regen as an opener move.

If you plan to IO out your toon later on, extra defense - while it's good to have - takes a lot of planning on Claws/Regen.

Good luck and have fun scrapping


 

Posted

Lemme say welcome, as my first scrap was a db/regen. I just recently ran him today, and it is tougher than I had first percieved.

he was the gate way to my 4 scrapper alts. I went from troller to tank to scrap, scrapper lock is mighty fine thing to enjoy


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

awesome! thanks guys, I'll be referring to this thread the whole way up now probably, lol. I looked for a guide but the most recent ones were i6 =o


 

Posted

Looking at the epic moves and torn between blaze and body mastery.

focused accuracy and phys. perfect look great, conserve power too, and laser eyes always make me drool.

But then there's melt armor........we all know how fun that is.

has anyone went with blaze mastery on a claws scrapper before? seems kinda crazy, but cool at the same time.


 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
But then there's melt armor........we all know how fun that is.
[Blaze Mastery.Melt Armor], thanks to the APP changes and crappy Scrapper AT mods, is a horrible power. The -res isn't even worth the animation time and definitely isn't worth the god-awful endurance cost. If you're aiming for Blaze Mastery, you should just accept that Castle made Melt Armor suck and stick with Char, Fire Blast, and Fireball.


 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
...
has anyone went with blaze mastery on a claws scrapper before? seems kinda crazy, but cool at the same time.
Yes, for Fire Ball and defense set mule options.

My Claws/WP has turned into a very robust AoE machine.
Defense is not soft-capped! RttC helps a bit with the To-Hit debuff, but for +4/8-man's I need to use SoW at times which brings Resistance S/L near the scrapper cap.
This build took a long time to get where it is and hundreds of hours *work* to get the enhancements.
It's probably not optimized, yet, I'm sure the scrapper gurus will find ways to improve it

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Force Cat - issue 16 live: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(9)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Fast Healing -- Heal-I:40(A), Mrcl-Heal:40(9), Mrcl-Rcvry+:40(33)
Level 6: Spin -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(19), Oblit-Dmg/Rchg:40(19), Oblit-Acc/Dmg/Rchg:40(25), Oblit-Acc/Dmg/EndRdx/Rchg:40(25), Oblit-%Dam:40(37)
Level 8: Follow Up -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(11), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 10: Indomitable Will -- LkGmblr-Rchg+:40(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(33)
Level 14: Super Speed -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(15)
Level 16: Rise to the Challenge -- HO:Golgi(A), Numna-Heal/EndRdx:50(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:40(43)
Level 18: Focus -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(40), Apoc-Dam%:50(40), EndRdx-I:40(46)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:40(34)
Level 22: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 24: Combat Jumping -- LkGmblr-Def:40(A), LkGmblr-Rchg+:40(27)
Level 26: Eviscerate -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(40), Armgdn-Dam%:50(43), EndRdx-I:50(43)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(29), LkGmblr-Def:40(29), LkGmblr-Rchg+:40(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Knock%:35(46)
Level 32: Tough -- HO:Ribo(A), HO:Ribo(33), GA-3defTpProc:40(36), S'fstPrt-ResDam/Def+:30(50)
Level 35: Weave -- HO:Cyto(A), LkGmblr-Def/EndRdx:40(36), LkGmblr-Rchg+:40(36)
Level 38: Stealth -- HO:Cyto(A), LkGmblr-Def/EndRdx:40(39), LkGmblr-Rchg+:40(39)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-EndRdx/Immob:40(45), Enf'dOp-Acc/EndRdx:40(45), Enf'dOp-Acc/Immob/Rchg:40(45)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Strength of Will -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Posted

I just rolled a Claw/Regen and did a little analysis of the builds which have been posted lately. Some are as old as i6, so there might be changes I don't know about.

I do this because I'm ignorant of this stuff, so dont' think I'm an authority.

Screencap of main sheet, click thumbnail for full size.

Note: I just noticed that Umbral's data is totally screwed as to what level he took stuff at, unless he got in line for picking at level two around 10 times. Don't know how I messed that up.



And here is what I gleaned off it, plus some things that I have a bias toward.

Any critique would be gladly accepted, as long as you don't call me a moron.

01 => Fast Healing
01 => Strike
02 => Slash
04 => Reconstruction
06 => Quick Recovery
08 => Hasten
10 => Dull Pain
12 => Combat Jumping
14 => Super Jump
16 => Integration
18 => Focus
20 => Follow Up
22 => Swift
24 => Health
26 => Stamina
28 => Instant Healing
30 => Eviscerate
32 => Shockwave
35 => Resilience
38 => Moment of Glory
41 => Focused Accuracy


 

Posted

Quote:
Originally Posted by Postagulous View Post
Note: I just noticed that Umbral's data is totally screwed as to what level he took stuff at, unless he got in line for picking at level two around 10 times.
Here's the build so that you can fix your numbers. I have no clue what went wrong with your information collection for mine, but it looks like it screwed up everything for the teens and twenties. Of course, once again, this isn't the I16 version, which would be ditching Fitness for Leadership and Physical Perfection.

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Quote:
Any critique would be gladly accepted, as long as you don't call me a moron.
But... but... Why can't I call you a moron if it looks like you are one? That's not fair!

Quote:
01 => Fast Healing
01 => Strike
02 => Slash
04 => Reconstruction
06 => Quick Recovery
08 => Hasten
10 => Dull Pain
12 => Combat Jumping
14 => Super Jump
16 => Integration
18 => Focus
20 => Follow Up
22 => Swift
24 => Health
26 => Stamina
28 => Instant Healing
30 => Eviscerate
32 => Shockwave
35 => Resilience
38 => Moment of Glory
41 => Focused Accuracy
To me, it looks like you took Fitness too early (you've got barely any endurance costs so QR is gonna run you fine), and you didn't take Fighting. Otherwise it looks fine, though I'd probably delay Resilience until later as well. Like, level 49 later. Resilience sucks.


 

Posted

Quote:
Originally Posted by Umbral View Post
Resilience sucks.
Couldn't of said it better.


@Possible

A couple of this, a couple of that.

Join Liberty

 

Posted

Quote:
Originally Posted by Possible View Post
Couldn't have said it better.
Fixed that for you.


 

Posted

HAHA, my literature instructor would be appalled.

Linguistics or not, I still let my slang get the best of me.


@Possible

A couple of this, a couple of that.

Join Liberty

 

Posted

Quote:
Originally Posted by Umbral View Post
But... but... Why can't I call you a moron if it looks like you are one? That's not fair!
I was recently ripped a new one because I like hover for a blaster in zombie outbreaks. Anything can happen.

Quote:
To me, it looks like you took Fitness too early (you've got barely any endurance costs so QR is gonna run you fine), and you didn't take Fighting. Otherwise it looks fine, though I'd probably delay Resilience until later as well. Like, level 49 later. Resilience sucks.
Resilience is gone. Though it had an 88% taken rate.

The reason I didn't include the fighting pool is because, while Boxing gets an 88% taken rate, Tough drops to 50% and Weave is 19%.

One thing I'm curious about, if a claws scrapper takes Air Sup, is there redraw on the claws?

Another thing that nags at me with my build is I Really prefer to have Flight And Super Speed. Hasten is definitely going to be taken, so adding SS is only one more power taken up. I think CJ is overhyped, but it beats slotting Hurdle to get good jump and costs nothing end wise. Just...I don't like SJ. Flight rocks. I'm not racing to the mish. If I was, I'd use my mish door tp. With flight, if you have a mile to go, you can make it to the fridge and back.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Resilience is gone. Though it had an 88% taken rate.

The reason I didn't include the fighting pool is because, while Boxing gets an 88% taken rate, Tough drops to 50% and Weave is 19%.
The problem with looking at the power in a boolean manner (taken or not taken) as a gauge of it's effectiveness isn't really all that accurate, especially when you're analyzing builds thrown together across a very long period of time and through very different slotting mentalities. IO builds have very different power selection demands and recommendations than SO builds.

Weave and Resilience are great examples of this. Weave is pretty much useless on an SO build because you don't have enough sources of +def in an SO build to make the few points of defense in Weave viable (re: it's pretty much pointless to aim for +def if you're not going to have at least 20%). In an IO build, it's pretty much required because it's an LotG slot as well as a great source of +def, which is one of the primary goals of a decent */regen IO build. Resilience has no real point of being in an SO build (except for the potential 49 power pick) or an IO build, and in neither case is it slotted heavily.

Concerning other parts of your analysis, MoG used to be an atrocious power that no one in their right minds would even think of taking but now it's so good you'd be an idiot not to take it. When you're comparing builds that were designed when MoG was a completely different power than it was now with builds that are looking at it as it is now, you're going to get highly inaccurate information (such as your "Debated, but 75%"; it's not debated at all nowadays: you have it, you're not 38 yet, or you're a complete and utter idiot). For FA, it's not so much that "Everyone takes now". It's more a matter that everyone takes either FA or Tactics, whichever fits into their build.

Your best bet is to simply look at the most recent builds and build recommendations because things have changed a lot from those older builds.


 

Posted

First, thanks Umbral for taking the time to help me with this.

Here's a build I threw together quickly based on what you said and also my biting the bullet and getting SS rather than another travel power so I save a power early on.

I indicate what pool I'm buying into next to the first choice only.

1 Strike
1 Fast Healing
2 Slash
4 Quick Recovery
6 Reconstruction
8 Hurdle -- Health Pool
10 Dull Pain
12 Hasten -- Speed Pool
14 Super Speed
16 Integration
18 Focus
20 Health
22 Boxing -- Fighting Pool
24 Tough
26 Eviscerate
28 Instant Healing
30 Stamina
32 Shockwave
35 Weave
38 Moment of Glory
41 Focused Acc -- Body Mastery Pool
44 Physical Perfection
47 Recall Friend -- Teleport Pool
49 Teleport

The last two are just personal choices. I never had tp before my warshade and I find it a perfectly reasonable travel power. Though flight in nova form is what I use after my endurance is wiped out.

Oh, and is LotG's benefits only active if Weave is toggled on?


 

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Originally Posted by Postagulous View Post
First, thanks Umbral for taking the time to help me with this.
No problem. I enjoy talking about this kind of stuff. If you think this is involved, you'd be blown away if you ever found me starting working on PnP games.

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Here's a build I threw together quickly based on what you said and also my biting the bullet and getting SS rather than another travel power so I save a power early on.
I've said it once and I'll say it again: you took Fitness too early. Claws/* is lighter on endurance than the other Scrapper primaries (which are lighter on endurance than virtually all other attack sets from a DPE perspective because Scrappers have the highest AT damage scalar), and */Regen is similarly light on endurance (at least until you get really high recharge) because it only runs a single toggle (and it's got QR to bolster it further). Even in SO builds I put together, I delay Stamina until I've got FA and/or Fighting. Before that, QR is more than enough.

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Oh, and is LotG's benefits only active if Weave is toggled on?
Set bonuses and set bonus IOs (which the LotG +rech IO is, along with the Steadfast Protection 3% +def IO) function no matter the state of the power they're slotted in. The level of the IO compared to your own matters (re: if you exemp below the level that you would be able to use that IO, you'd lose the set bonuses it provides), but the state doesn't. Procs, on the other hand (like the Perf Shifter +end proc, Numina +regen/+recov proc, Miracle +recov proc), don't care about your level (well, they do, but only to scale the magnitude of a very small number of level dependent effects i.e. damage) but they do care about the state of the power. A proc won't activate unless the power is activated, but, even if it's a level 50 proc and you exemp down to level 1, you'd still have access to the proc as long as you have access to the power.


 

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Originally Posted by Umbral View Post
I've said it once and I'll say it again: you took Fitness too early.
I just can't understand that, though I'll take your word on it. I'm used to AR blasters and my MA/Inv scrapper, both of which, if you don't run out of endurance, you're not fighting hard enough*. Combine three is always into a blue.

Thanks again.

*actually my AR/Dev has no end problems but also never uses hasten unless we're all going to die anyway.


 

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Originally Posted by Postagulous View Post
I just can't understand that, though I'll take your word on it.
That's because you're not used to having a better version of Stamina on you already. Quick Recovery is 20% stronger than Stamina, */Regen has substantially lower endurance costs than other defense power sets at SO levels (.696 end/sec without any end redux slotting; to compare, */SR costs .867 end/sec), and Claws/* has 33% cheaper attacks on a DPE scale.

You can't assume from experience with other sets (especially builds such as MA/Inv, which aren't particularly kind on the blue bar) that Claws/Regen will have the same problems. It won't. Claws/* is easier on the blue bar than any Melee set other than Dark Melee (and only because Dark Melee has DC), and */Regen is kinder to the blue bar (at SO levels) than any other Defense set (Elec/* gets close, but Lightning Field is expensive enough to cost it the title). I assure you that you won't need Fitness (or at least Health or Stamina) until you start getting the expensive pool and APP toggles.