Fire/SD/Blaze


Chaos_String

 

Posted

Quote:
Originally Posted by Fury Flechette View Post
This isn't a dream build. The OP *can* afford everything he's listed. I have several billion and can afford to outfit mine fairly comparably. I think a lot of the scrapper forum regulars are equally as wealthy.

There's been plenty of "budget" and more reasonable fire/shield builds posted. They have less recharge, less end recovery/regen, but are usually soft capped and will perform pretty well. However, even a "budget" version will be pretty expensive, especially if you go with LoTGs.
I'm not wealthy, I'm a poor scrapper.

Please donate to Santorican's Scrapper fund, a scrapper should never go hungry.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
I'm not wealthy, I'm a poor scrapper.

Please donate to Santorican's Scrapper fund, a scrapper should never go hungry.
Haha. I'm pretty sure you're running around with a souped up Fire/Regen and Dark/Shield scrapper that would take my entire combined fortune in order to replicate them (actually, I might not have enough).

I will however donate 1 inf so you can buy the world's smallest violin and console yourself.


 

Posted

Quote:
Originally Posted by Effy_On_Malibu View Post
Sorry for my lack of exsplanation before. But Nihilli, is pretty much spot on.

An basically you could have alot more foryour money.
I personally would love to hear more about this (Non sarcstic)

I've got this build kicking around. Its got aid self, which I've found is an absolute must on melee toons with soft capped defenses. My Claws/SR brute took that power at 26 and has used it constantly since then, being able to heal myself close to half my hitpoints in about a second is a godsend (and you can move once the heal actually goes off if need be, so you can heal while fleeing if you get 2 sec breathing room)

This is my build, and I'll admit its entirely theory. My fire/SD is 22 right now and I'm following this build to the letter so far.

Evaluations and ideas would be great.

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: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting

Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx/Rchg(7)
Level 1: Deflection -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx(9), RedFtn-Def(9), ResDam-I(11), ResDam-I(11)
Level 2: Cremate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(34), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39)
Level 4: True Grit -- Heal-I(A), Heal-I(13), ResDam-I(13), ResDam-I(15)
Level 6: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(15), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(27), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(31)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(21)
Level 12: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- EndRdx-I(A), Sciroc-Acc/Dmg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42), RgnTis-Regen+(42)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(43)
Level 26: Incinerate -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Dmg/EndRdx(45), Mako-Acc/Dmg(45)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 32: Greater Fire Sword -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Dmg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Dmg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- RedFtn-Def(A), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.8% Defense(Melee)
  • 18% Defense(Ranged)
  • 14.9% Defense(AoE)
  • 33% Enhancement(Accuracy)
  • 60% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 85.3 HP (6.37%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 15.4%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 6.5% (0.11 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 5% Resistance(Toxic)
  • 10% RunSpeed



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Posted

Quote:
I think you're viewing something from the AV soloing perspective of no inspirations and self sufficiency. This isn't a build like that. It is less self sufficient than other builds but is designed for maximizing offense with a soft capped build.
I can understand survivability being overkill eventually.

I'd still insist at taking another look at the endurance issues in the OP's build. We're not talking about eventually running low on end ; we're talking about being low on end pretty much all the time as soon as you use FSC, FB and SC ; adding a ST chain into the mix, this build would go from max to 0 in less than a minute. Sure, you can pop blues, but you could just as well make it more end efficient and pop rages, ending up with a bigger damage increase than what the extra recharge gives you.

Now, that's assuming you attack as fast as possible, but if you don't... Then some of the recharge is wasted anyway, and you might as well make it end efficient or more survivable !

Going from +105% recharge to +65% recharge in set bonuses would barely make a one second difference on FSC, two seconds difference on FB, five seconds difference on SC and it'd leave room for being completely endurance sustainable. To compare with the previous build having to use 4 blues a minute, using 4 rages a minute would give the equivalent of perma-BU (except for the tohit aspect and for Shield Charge which is capped at 400%, of course). It's certainly worth losing these few seconds IMHO.

Edit : Looking at it though I admit it's a much harder task than I thought.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
Haha. I'm pretty sure you're running around with a souped up Fire/Regen and Dark/Shield scrapper that would take my entire combined fortune in order to replicate them (actually, I might not have enough).

I will however donate 1 inf so you can buy the world's smallest violin and console yourself.
Shhhh they'll hear you >.> and that last statement made me lol

Besides it took me months to acquire all of the funds for each of them. Its more fun that way instead of buying it NAOW!


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quick attempt at it :

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While Hasten is up, it loses half a sec on FSC, a second on FB and 2 seconds on SC, 5 seconds on AD (losing the perma double stack) and 12 HP, but it gains 90% regen, 6% tohit and is endurance sustainable using only BU, SC, FSC and FB, and can afford to add a few ST attacks here and there without losing end either. Hasten would be down for about 15 seconds.

I'll admit it's kind of disappointing as a result - Fireball builds, yuck !

I'd still rather use that with rages than the other with blues. Of course, the argument could be made that solo, you can have enough insps to pop blues as needed *and* stay at the damage cap, and on teams, you often have buffs/debuffs... But I like to plan for PuGs where the only buff/debuff AT is an empath defender spamming HA on auto, y'know ? Could be completely irrelevant for people who don't play in such teams, that's true.

Regardless, even in the spirit of the first build, I'd change two things : switch the Arma and Oblit set, as the purple damage proc in FSC gets used three to four times as often as in SC, and work a kismet in there somehow (maybe trading the def/end slot in CJ? dropping from 45% to 44.9% AoE isn't that big of a deal if you ask me).


 

Posted

Quote:
Originally Posted by Nihilii View Post
Quick attempt at it :

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While Hasten is up, it loses half a sec on FSC, a second on FB and 2 seconds on SC, 5 seconds on AD (losing the perma double stack) and 12 HP, but it gains 90% regen, 6% tohit and is endurance sustainable using only BU, SC, FSC and FB, and can afford to add a few ST attacks here and there without losing end either. Hasten would be down for about 15 seconds.

I'll admit it's kind of disappointing as a result - Fireball builds, yuck !

I'd still rather use that with rages than the other with blues. Of course, the argument could be made that solo, you can have enough insps to pop blues as needed *and* stay at the damage cap, and on teams, you often have buffs/debuffs... But I like to plan for PuGs where the only buff/debuff AT is an empath defender spamming HA on auto, y'know ? Could be completely irrelevant for people who don't play in such teams, that's true.

Regardless, even in the spirit of the first build, I'd change two things : switch the Arma and Oblit set, as the purple damage proc in FSC gets used three to four times as often as in SC, and work a kismet in there somehow (maybe trading the def/end slot in CJ? dropping from 45% to 44.9% AoE isn't that big of a deal if you ask me).
That build looks so...lonely. Just not feeling the love in that build lol


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

It is lonely because it is self sufficient !


 

Posted

Quote:
Originally Posted by Nihilii View Post
I'm going to side with Effy, I think this build isn't as efficient as it could be for the amount of influence invested.
Absolutely, and that is another reason I posted it. To get criticism, and to see if anyone saw any giant flaws that I overlooked. I appreciate the help, without a doubt.

Quote:
Originally Posted by Nihilii
Specifically why I think that :

Survivability
- low resistances
- low regen
- lacks OwtS
- lacks Aid Self
- DDR isn't capped

Having some of these flaws in a build isn't so bad, but all of them, on a high end build ?... Basically, this build has barely more than the softcap. Ok, some DDR, good max HP, and some resistances, but it's far from the performance a Shield build can attain.
Ouch. At the same time, I posted it here for Santorican to see, as well as to get that help. I wouldn't call myself a Mids expert by any means, and I always appreciate any help I do get.
Quote:
Originally Posted by Nihilii
Accuracy
- no tohit outside of BU
- even with set bonuses, not enough accuracy on any attack to have a 95% hit rate on +4s.
I didn't actually look at that, you made a very good point. I don't generally run out and fight +4s, either, though.
Quote:
Originally Posted by Nihilii
Endurance
- no endurance management power
- low endurance reduction on high endurance powers
What I mean by that is with that build, if you turned off Tough and only used FSC and Fireball, NO other attack of any kind... You'd still lose 0.2 end per second. Add any ST attack and the loss becomes tremendous. [Edit : yeah, my bad, not actually true, you'd gain ~0.2 end per second using only FSC and FB (I forgot to consider the perf shifter and panacea proc). Adding Shield Charge or ST attacks would be enough to start losing end, though.]
I vastly underestimated this characters endurance usage. You're absolutely right, I do go through endurance like it's air.

Quote:
Originally Posted by Nihilii
Now if you don't care about fighting +4s nor farming and stick to relatively easy content, all that could be fine (although I think even in the ITF you could die if tanking due to the lack of capped DDR and S/L res) ; hell, you could probably do hard content with smart insp use, and, of course, as long as you have fun with the build nothing else matters.

Still, I really don't believe getting a bit more recharge and perma-hasten (which is the most overhyped thing ever for anything but a perma-dom) is worth all the sacrifices you do to get there, you could easily sit at ~60% global and fix most of the stuff highlighted above.
To me, that level of recharge is more fun. I have survivable toons, I have glass cannons, and I have toons in the middle. I like to go absolutely crazy with recharge, just to see if it is worth it. In total, this toon cost me 100M in crafting recipes; everything else I had on hand.

I also tend to build very cross-buffing heavy teams. The people I play with also play IO'd out toons, generally Corruptors(Defenders/Controllers) or VEATs. A death is, honestly, rare. The areas that my toons lack, are usually fixed from the other characters on the team.

I won't get into that "1 empath defender rocking the aura" situation, solely because it would make me slam my head into my desk.

Quote:
Originally Posted by Fury Flechette View Post
Nihilii,

I respect your opinions a lot, but on this point I think you're wrong. The build works largely because shield charge and the fire AoEs (FSC, Fireball) are so overwhelming that the rest of it is largely irrelevant. Yes, you aren't going to be soloing AVs with this build, but for any content besides that or making impressive pylon runs, this build will outperform.
And for what it's worth, this character has solo'd an AV, a Pylon, and done the RWZ Challenge 4/5 times I've attempted it, even /without/ the Glad armor in place. (C'mon bid!)

Even without being built for survivability, it does fine. I kill stuff before it kills me.
Quote:
Originally Posted by Fury Flechette
ITFs are not an issue. I've tanked one with mine and haven't died. And if you do happen to die...big deal, it's a rare occurence anyway. You're not going to be dying repeatedly. If you're doing a masters run you'd be leveraging inspirations or bringing along buffers.
Exactly. To me, death is Vengeance for everyone else, or Fallout. Master Runs are so buff heavy, we can usually just run through at normal speed anyway. (I duo'd the MoITF the first day the badge went live on my Corruptor, with another Corruptor; it took 1:15.)

Quote:
Originally Posted by Fury Flechette
OttS, Aid Self, good regen, good resistance are all nice to have but are not as valuable in a build like this that focuses on high octane offense. It's really a blaster in scrapper form. Stuff dies before they can wreck you. If you're sitting there waiting from stuff to just wail on you, well you're doing it wrong on a build like this. If you run out of endurance once in a while, you pop a blue.
Aye. I built this character to FSC, SC, and Fire Ball as much as I possibly could. However, endurance wasn't a "once in a while" thing, it was a "Oh god, I've shield charged twice! HALP" issue.
Quote:
Originally Posted by Fury Flechette
I think you're viewing something from the AV soloing perspective of no inspirations and self sufficiency. This isn't a build like that. It is less self sufficient than other builds but is designed for maximizing offense with a soft capped build.
*nod*

However, taking everyone's points in mind, I've redone the build; I tried to add in more resistance, more recovery, more regen, a smidge more accuracy, and fix the Armageddon slotting. (don't know why I did that. It was 5AM? *shrug*)

It may still not be as optimal as possible, but I think it should be a bit better, and still retain most of the offense I enjoy so much.

Code:
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I appreciate everyone's help on this!


 

Posted

Indeed, your new build looks much better to me seeing as you only dropped about 10% rech and improved all your other stats quite a bit. I'd still change one thing : the 4th slot in Weave would be better as a Kismet, in my opinion, as 6% tohit kicks the crap out of 9% accuracy. Granted, you'd lose some end redux and defense but you'd still stay at or above the softcap.

To put what I said earlier in perspective, I run either solo or in pickup groups and almost never play in buff/debuff teams, so... Yeah. My build strategy probably doesn't apply much here, if at all.


 

Posted

This is the build I run. I havent had trouble with any AV's yet (no temps, no inspis). The only time I run out of endu is spamming my aoes. Even then I can pop blues, I have a bind that turns all my inspi to reds except medium blues and greens. And it kills mobs as fast as any other melee toon i've played.

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

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wardman: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Scorch -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(7), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), HO:Cyto(3), Ksmt-ToHit+(39)
Level 2: Cremate -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg(42), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(37)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(34), S'fstPrt-ResDam/Def+(43)
Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(9), GSFC-ToHit(9), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(34)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(17), Mrcl-Heal(17), RgnTis-Regen+(33)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(19), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Rchg(46), P'Shift-Acc/Rchg(46)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), Zephyr-Travel(25), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
Level 26: Incinerate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Acc/Dmg(27), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- GA-3defTpProc(A), HO:Ribo(42), HO:Ribo(50)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), HO:Cyto(39)
Level 41: Ring of Fire -- Empty(A)
Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Grant Cover -- HO:Cyto(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)

Proud Member of Repeat-Offenders

 

Posted

Sent... binds are fickle though it took me some tinkering and I don't know if that was my final one. You might try player questions they helped me get it perfect.


Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)

Proud Member of Repeat-Offenders