Fiery Melee/ Shield Defense Advice wanted


Aaron Islander

 

Posted

I really would like to give FM/SD a try.

I plan on using Ninja Run as my travel power so I will not need any of the travel pools and if possible I would like to avoid the fighting pool. Perhaps medicine might help?

I'm just starting out so I only have 2 million influenced saved up from alts. However I am ready and willing to work hard to create a solid build.

I would welcome any suggestions and build examples.

Thank you!

Arboris


 

Posted

The problem with Shield is the squishyness. This can be overcome with sets or power pools. Without the fighting pool and travel power like combat jumping, you're going to go splat fairly quickly. Medicine will help you in between fights and not so much in the middle if you aren't softcapped (which you won't be).

Using only SO's this is how I would build.

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

Click this DataLink to open the build!

SO fire/shield: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine

Hero Profile:
Level 1: Fire Sword

  • (A) Accuracy IO
  • (3) Accuracy IO
  • (17) Damage Increase IO
  • (34) Damage Increase IO
  • (37) Endurance Reduction IO
  • (45) Recharge Reduction IO
Level 1: Deflection
  • (A) Resist Damage IO
  • (40) Resist Damage IO
  • (40) Defense Buff IO
  • (40) Defense Buff IO
  • (43) Defense Buff IO
  • (43) Endurance Reduction IO
Level 2: Cremate
  • (A) Accuracy IO
  • (3) Accuracy IO
  • (11) Damage Increase IO
  • (15) Damage Increase IO
  • (17) Recharge Reduction IO
  • (45) Endurance Reduction IO
Level 4: True Grit
  • (A) Healing IO
  • (5) Healing IO
  • (5) Healing IO
  • (9) Resist Damage IO
  • (9) Resist Damage IO
  • (11) Resist Damage IO
Level 6: Build Up
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Active Defense
  • (A) Recharge Reduction IO
Level 12: Battle Agility
  • (A) Defense Buff IO
  • (13) Defense Buff IO
  • (13) Defense Buff IO
  • (15) Endurance Reduction IO
Level 14: Health
  • (A) Healing IO
  • (46) Healing IO
  • (50) Healing IO
Level 16: Against All Odds
  • (A) Endurance Reduction IO
Level 18: Fire Sword Circle
  • (A) Accuracy IO
  • (19) Accuracy IO
  • (19) Damage Increase IO
  • (23) Damage Increase IO
  • (34) Recharge Reduction IO
  • (43) Endurance Reduction IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
  • (23) Empty
Level 22: Phalanx Fighting
  • (A) Defense Buff IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Incinerate
  • (A) Accuracy IO
  • (27) Accuracy IO
  • (27) Damage Increase IO
  • (31) Damage Increase IO
  • (31) Recharge Reduction IO
  • (31) Endurance Reduction IO
Level 28: Grant Cover
  • (A) Defense Buff IO
  • (29) Defense Buff IO
  • (29) Endurance Reduction IO
Level 30: Boxing
  • (A) Empty
Level 32: Greater Fire Sword
  • (A) Accuracy IO
  • (33) Accuracy IO
  • (33) Damage Increase IO
  • (33) Damage Increase IO
  • (34) Recharge Reduction IO
  • (45) Endurance Reduction IO
Level 35: Shield Charge
  • (A) Accuracy IO
  • (36) Accuracy IO
  • (36) Damage Increase IO
  • (36) Damage Increase IO
  • (37) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 38: Tough
  • (A) Resist Damage IO
  • (39) Resist Damage IO
  • (39) Resist Damage IO
  • (39) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 41: Weave
  • (A) Defense Buff IO
  • (42) Defense Buff IO
  • (42) Defense Buff IO
  • (42) Endurance Reduction IO
  • (46) Defense Buff IO
Level 44: Aid Other
  • (A) Empty
Level 47: Aid Self
  • (A) Healing IO
  • (48) Healing IO
  • (48) Healing IO
  • (48) Interrupt Reduction IO
  • (50) Interrupt Reduction IO
Level 49: One with the Shield
  • (A) Resist Damage IO
  • (50) Resist Damage IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit



You will be able to handle large mobs if you pop 2 small purples, 3 with heavy defense debuffing mobs. Use One with the Shield for your more difficult fights. You need hasten on a shield build to get shield charge up more. You could probably replace one of the acc enhancements with a recharge, as you should be popping build up before every shield charge. With shield charge make sure to run into the mob and get yourself the AAO damage buff before you use it.

I would start frankenslotting right away (using cheap IO's to get more bonus out of your slots). I believe fulmens has a good guide on frankenslotting.


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Posted

Quote:
Originally Posted by Arboris_NA View Post
I'm just starting out so I only have 2 million influenced saved up from alts. However I am ready and willing to work hard to create a solid build.
Not going to kid you. That's going to be rough with only 2M. Some of the high end builds cost multiple billions. I would focus on leveling one up with just SOs. Shield defense with just SOs will disappoint somewhat, fire melee will not. However, once you get to a certain level, the build will pay for itself after awhile. That's when you'll want to upgrade.

There are a lot of fire/shield builds on this forum, including a couple on the very first page. Take a look at them. Also do a search. They'll give you a general idea of power choices and you can tailor them to your play style.

As to your bias on pool powers, any reasons why you have to not take a travel power and avoid fighting pool? You *can* build a good fire/shield without fighting pool but it's easier to build one with it since both weave/tough complements existing shield powers. Further, boxing/kick can be slotted with a number of useful sets. Medicine is decent choice but I prefer going without and focusing on innate regen and good defenses/resistance over the tri-corder thing that eats into your dps.

Travel powers is also a choice up to you, but they're an easy way to cap your ranged and AoE defense via Blessing of the Zephyr IO set bonuses. Most high end fire/shield builds will have a couple of travel powers (typically CJ/SS, CJ/SJ or Hover/Fly).

Fire/Shield is a rewarding and fun combination, and I love mine to death, but it will require a lot of investment. However, the investment will be well worth it.


 

Posted

Thanks for the info guys!


 

Posted

What they said. Fire/Shield is probably the hardest /Shield to play since it gets neither mitigation nor endurance management from the primary, but it's a well-balanced build with both strong single-target and AoE damage.

Not taking Tough/Weave and Medicine cuts off a lot of your options for boosting survivability, but it's doable with careful inspiration management. I skipped medicine and although I took the Fighting pool on my Fire/Shield, I levelled without using it into the late 40's (because I would run out of endurance trying to run the extra 2 toggles) without major problems. In teams you should situationally turn off Against All Odds (it has the same strength as Tanker taunt auras and you do more damage and it carries a debuff, so it can pull enemies off the tanker and onto you) if the damage becomes more than you can handle.

If you're looking for inexpensive ways to boost your defense you can start with 6-slotted Red Fortune in Deflection/Battle Agility, 6-slotted Multistrike in Fire Sword Circle/Shield charge, 6-slotted Gaussian's Synchronized Fire Control in Build up and a Steadfast +3 def unique in True grit. This brings you up to around 30% to melee/AoE and 32% to ranged, which is somewhat more respectable (almost equal to an SO-only SR) and will tide you over till you can consider pricier options.


 

Posted

Just my 2 cents... I disagree that it's completely squishy! It's really not THAT bad at all. =D (I have 2 level 50 sr scrapps..) Anyway, here is my current build. lvl 24 and the levels are coming FAST!

CJ is empty because going to pop Kismet +Acc in there soon... also probably do the Perf Shift +End in stamina soon.. the extra slot in Active Defense is there because of using 3 DO's... going to respec out soon, but it's not THAT important right now. Anyway, it's pretty much just so's and I think even without the io's I already have, it'd be fine too!

oh, and the +regen I was so lucky to get in AE with tix!

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

Click this DataLink to open the build!

Stefie: Level 23 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping

Hero Profile:
Level 1: Scorch -- Acc(A), Acc(3), EndRdx(7)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), EndRdx(5), DefBuff(9), DefBuff(13)
Level 2: Cremate -- Acc(A), Acc(3), RechRdx(7)
Level 4: Fire Sword -- Acc(A), Acc(5), RechRdx(11)
Level 6: Swift -- Run(A)
Level 8: Battle Agility -- EndRdx(A), DefBuff(9), DefBuff(13), DefBuff(15)
Level 10: Active Defense -- RechRdx(A), RechRdx(11), Empty(15)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- RgnTis-Regen+(A), Heal(17), Heal(17)
Level 18: True Grit -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fire Sword Circle -- Acc(A), Acc(23), RechRdx(23)
Level 24: Phalanx Fighting -- DefBuff(A)
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Mama Stefie, Candie Kisses, Starrmie, Starrie, StarrShyne, Starrlah, Kyandie
@Kiri-chan is my hubby!

 

Posted

This build is expensive, but will at least give you some ideas as to what it could be.

I also strongly disagree that this is a squishy toon.
-Defensively, I am capped at all 3 defensive positions.
-Offensively I have a 90% damage buff at all times with only 9 sec of downtime and only one in range of AAO and SD. With large mobs, saturated AAO and SD, it gets even better @ 200%.

I just don't see how this is squishy.

My endurance is at 3:1 (a minimum for all my toons as I hate endurance issues). It is even better if I use Tactics situationally.

I did not take the fighting pool and opted for powers that not only help myself but my teammates. Grant Cover and Maneuvers gives 12 Def, Tactics is just nice to have and I love hitting Vengeance during the ITF.

This is a real strong toon for either teaming or soloing. I usually get on this toon when server activity is light.

Happy Hunting


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: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Shadow Punch

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (3) Kinetic Combat - Damage/Recharge: Level 35
  • (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 1: Deflection
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (5) Luck of the Gambler - Recharge Speed: Level 40
  • (7) Luck of the Gambler - Defense: Level 40
  • (7) Luck of the Gambler - Defense/Endurance: Level 40
Level 2: Smite
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (9) Kinetic Combat - Damage/Endurance: Level 35
  • (9) Kinetic Combat - Damage/Recharge: Level 35
  • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 4: Shadow Maul
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 40
  • (11) Scirocco's Dervish - Damage/Endurance: Level 40
  • (13) Scirocco's Dervish - Damage/Recharge: Level 40
  • (13) Scirocco's Dervish - Accuracy/Recharge: Level 40
  • (33) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 40
Level 6: Battle Agility
  • (A) Luck of the Gambler - Recharge Speed: Level 40
  • (15) Luck of the Gambler - Defense: Level 40
  • (15) Luck of the Gambler - Defense/Endurance: Level 40
Level 8: Hurdle
  • (A) Jumping IO: Level 35
Level 10: Active Defense
  • (A) Recharge Reduction IO: Level 40
  • (17) Recharge Reduction IO: Level 40
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 40
  • (17) Luck of the Gambler - Defense: Level 40
  • (19) Luck of the Gambler - Defense/Endurance: Level 40
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 40
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 40
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 40
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 40
  • (21) Numina's Convalescence - Heal: Level 40
  • (23) Numina's Convalescence - Heal/Endurance: Level 40
  • (23) Numina's Convalescence - Endurance/Recharge: Level 40
  • (25) Numina's Convalescence - Heal/Recharge: Level 40
  • (25) Numina's Convalescence - Heal/Endurance/Recharge: Level 40
Level 18: Against All Odds
  • (A) Endurance Reduction IO: Level 40
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End: Level 40
  • (27) Performance Shifter - EndMod: Level 40
  • (27) Performance Shifter - EndMod/Accuracy: Level 40
  • (29) Performance Shifter - EndMod/Recharge: Level 40
  • (29) Performance Shifter - EndMod/Accuracy/Recharge: Level 40
  • (31) Performance Shifter - Accuracy/Recharge: Level 40
Level 22: Siphon Life
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (31) Kinetic Combat - Damage/Endurance: Level 35
  • (31) Kinetic Combat - Damage/Recharge: Level 35
  • (33) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 24: Touch of Fear
  • (A) Siphon Insight - ToHit Debuff: Level 40
  • (34) Siphon Insight - Accuracy/ToHit Debuff: Level 40
  • (34) Siphon Insight - Accuracy/Recharge: Level 40
  • (34) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 40
  • (36) Siphon Insight - Accuracy/Endurance/Recharge: Level 40
  • (36) Siphon Insight - Chance for +ToHit: Level 40
Level 26: Soul Drain
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 40
  • (36) Scirocco's Dervish - Damage/Endurance: Level 40
  • (37) Scirocco's Dervish - Damage/Recharge: Level 40
  • (37) Scirocco's Dervish - Accuracy/Recharge: Level 40
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 40
  • (48) Recharge Reduction IO: Level 40
Level 28: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed: Level 40
Level 30: True Grit
  • (A) Regenerative Tissue - +Regeneration: Level 30
  • (33) Miracle - +Recovery: Level 40
  • (48) Miracle - Heal: Level 40
Level 32: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (39) Kinetic Combat - Damage/Endurance: Level 35
  • (39) Kinetic Combat - Damage/Recharge: Level 35
  • (40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 35: Shield Charge
  • (A) Obliteration - Damage: Level 40
  • (42) Obliteration - Accuracy/Recharge: Level 40
  • (42) Obliteration - Damage/Recharge: Level 40
  • (42) Obliteration - Accuracy/Damage/Recharge: Level 40
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 40
  • (43) Obliteration - Chance for Smashing Damage: Level 40
Level 38: Maneuvers
  • (A) Red Fortune - Defense/Endurance: Level 40
  • (39) Red Fortune - Defense/Recharge: Level 40
  • (40) Red Fortune - Endurance/Recharge: Level 40
  • (40) Red Fortune - Defense/Endurance/Recharge: Level 40
  • (43) Red Fortune - Defense: Level 40
  • (45) Red Fortune - Endurance: Level 40
Level 41: Grant Cover
  • (A) Endurance Reduction IO: Level 40
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 40
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 40
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 40
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 40
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 40
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 35
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 40
  • (48) Luck of the Gambler - Defense: Level 40
Level 49: Hasten
  • (A) Recharge Reduction IO: Level 40
  • (50) Recharge Reduction IO: Level 40
  • (50) Recharge Reduction IO: Level 40
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit


 

Posted

[QUOTE=Aaron_Islander;2606525]

Quote:
I also strongly disagree that this is a squishy toon.
No one has said that */SD is squishy with IOs. If anything, the plethora of IO builds for */SD demonstrate that it is quite hardy with IOs. However, the set is considered by many to be rather weak while in SOs and lower because of the lower defensive values. This hasn't been my experience on my Fire/SD, but, then again, I generally kill stuff fast enough to not get hurt that badly.

As to your actual build, I will say that it's pretty mediocre for what you could be doing with it. Most of your attacks are underslotted in order to give you the slots to 6 slot set mule powers (or otherwise spend slots on powers that don't need any more slots because you wanted the set bonuses). What you did to your attacks simply saddens me. You could do a lot better than that build by actually capitalizing on the basics of slotting rather than simply ignoring enhancement values for set bonuses.

For the OP, when you do start heading down the path of IOs, remember that you should always pay attention to the enhancement values in a power. Ignoring the enhancement values of powers is a surefire way to drastically restrict their effectiveness.


 

Posted

I missed the "can be overcome with..." statement. If it is squishy out of the box well then okay.

Umbral,

I guess I need to be enlightened. The only number you could be talking about in my powers are the damage at 85%ish. My slots are at lvl 35, so I lose some there. The rest is made up in my damage buffs. My global acc/to hit is good and my recharge is also good.

I know I am giving up some for the soft cap defense, but you make it sound like I gimped myself.

I really don't understand. Maybe post a build so I can see what your talking about. Frankly this build seems beastly to me.


 

Posted

Quote:
Originally Posted by Aaron_Islander View Post
I missed the "can be overcome with..." statement. If it is squishy out of the box well then okay.

Umbral,

I guess I need to be enlightened. The only number you could be talking about in my powers are the damage at 85%ish. My slots are at lvl 35, so I lose some there. The rest is made up in my damage buffs. My global acc/to hit is good and my recharge is also good.

I know I am giving up some for the soft cap defense, but you make it sound like I gimped myself.


I really don't understand. Maybe post a build so I can see what your talking about. Frankly this build seems beastly to me.
Umbral is right. For the amount of money you spent on that build you could have gotten a lot more out of it.

Dm/Shield can be beastly with SO's and proper inspiration use. I'll take a look at improving your build in a bit.

And to clarify, when I said shields was squishy I meant with SO's, which is all the OP can afford. This can easily be overcome with good inspiration usage and paying attention to combat attributes, my fire/shield with just SO's was soloing set for 6 as soon as I got FSC.


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

Proud Member of Repeat-Offenders

 

Posted

Heres a build I put together in about 5 minutes. I used all your power choices (even though I don't agree with some) except for ToF, a soft-capped toon shouldn't need a control power. You're short 3 def to aoe which I doubt will be noticed, and your DDR is better so overall you should have better defenses.


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

Click this DataLink to open the build!

Ugly Build: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
Level 1: Shadow Punch -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg(23), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(42)
Level 2: Smite -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(43)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 6: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(7), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(50)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), S'fstPrt-ResDam/Def+(15)
Level 10: Siphon Life -- Hectmb-Dmg(A), HO:Golgi(11), HO:Golgi(11), HO:Nucle(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(13)
Level 14: Swift -- Empty(A)
Level 16: Against All Odds -- RechRdx-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(50)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), Zephyr-Travel(25), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(37)
Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34)
Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Midnight Grasp -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Acc/Dmg(33), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(40)
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: Grant Cover -- HO:Cyto(A), HO:Cyto(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Cyto(42)
Level 44: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


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

Proud Member of Repeat-Offenders

 

Posted

2 mil inf is pretty crazy as far as a budget goes, I doubt you can get standard IO's or even SO's for a complete build for under 2 million. But as stated above, theres no reason why you couldn't start low but then respec and chose better powers with different slottings as you level up. Theres also no reason why you shouldn't have at least 50-100 million as you level up just by selling off salvage and recipes you don't need.

That being said, here is my poor man's shield build. It hits the defense softcap by the early 40's and has room at the end for travel powers or epic pools or whatever else you might like. And by upgrading and spending a few inf on some of the nicer IO sets, you can refine your build even more. I'd say this build is definitely under 100mil, and if you play the market right, maybe even well under 50mil.

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

Click this DataLink to open the build!

Cheap Shield: Level 46 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership

Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def(37), S'dpty-Def/EndRdx/Rchg(39), Aegis-ResDam/EndRdx(40), Aegis-ResDam(40), Aegis-ResDam/EndRdx/Rchg(40)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(34)
Level 4: True Grit -- Heal-I(A), Heal-I(5), S'fstPrt-ResDam/Def+(5)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(27)
Level 8: Boxing -- Dsrnt-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(23), S'dpty-Def/EndRdx/Rchg(23)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Phalanx Fighting -- DefBuff-I(A)
Level 28: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(39), S'dpty-Def/EndRdx/Rchg(39)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), S'dpty-Def/EndRdx/Rchg(45)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 12.4% Defense(Fire)
  • 12.4% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 13% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 140.6 HP (10.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 11.6%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 3.3%
  • 2.5% (0.04 End/sec) Recovery
  • 16% (0.89 HP/sec) Regeneration
  • 1.89% Resistance(Fire)
  • 1.89% Resistance(Cold)
  • 15% RunSpeed
------------
Set Bonuses:
Touch of Death
(Scorch)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Serendipity
(Deflection)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints
Aegis
(Deflection)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Mako's Bite
(Cremate)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Steadfast Protection
(True Grit)
  • 3% Defense(All)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Multi Strike
(Fire Sword Circle)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Serendipity
(Battle Agility)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints
Mako's Bite
(Incinerate)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Crushing Impact
(Greater Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Multi Strike
(Shield Charge)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Serendipity
(Weave)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints
Serendipity
(Maneuvers)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints


 

Posted

Enots,

I took your build and put it side by side with mine. I still don't get it.

I did a power by power comparison and for the most part our recharges and end cost are a wash because some of mine were better and visa versa.

You damage was better but only by 10% on two powers and less that 5% on the rest.

Soul Drain gives a tohitt buff so kismet seems like a wasted slot.

Hasten only has two slots, that screams to me that it is underslotted.

You picked dark consumption over touch of fear. DC can only be used at best every 60 sec. If endurance is not an issue, then to me it is a waste. TOF recharges every 3 sec with a mag 3 fear plus a healthy tohit debuff that I understand stacks. I don't understand how DC is better.

Also, my regeneration is 100% higher.

All other numbers in my opinion are fairly close. I know you probably threw this together and could probably make it a little tighter.

I still don't understand the feeling that you guys think this build is gimped or somehow less than he could be.

I do sincerely appreciate the help and time spent with this.

Thanks,

Aaron


 

Posted

Quote:
Originally Posted by Aaron_Islander View Post
Enots,

I took your build and put it side by side with mine. I still don't get it.

I did a power by power comparison and for the most part our recharges and end cost are a wash because some of mine were better and visa versa.

You damage was better but only by 10% on two powers and less that 5% on the rest.

Soul Drain gives a tohitt buff so kismet seems like a wasted slot.

Hasten only has two slots, that screams to me that it is underslotted.

You picked dark consumption over touch of fear. DC can only be used at best every 60 sec. If endurance is not an issue, then to me it is a waste. TOF recharges every 3 sec with a mag 3 fear plus a healthy tohit debuff that I understand stacks. I don't understand how DC is better.

Also, my regeneration is 100% higher.

All other numbers in my opinion are fairly close. I know you probably threw this together and could probably make it a little tighter.

I still don't understand the feeling that you guys think this build is gimped or somehow less than he could be.

I do sincerely appreciate the help and time spent with this.

Thanks,

Aaron
I think the criticisms are mostly as follows. I'm taking a guess, because these are my opinions, which may differ from those of Enots and Umbral:

1. Use of Kinetic Combats in all of your primary attacks. 22% accuracy and 85% damage isn't impressive. I realize you have global bonuses, but so would other builds which would stack those on top of 60%+ accuracy and 95%+ damage. Over time, that makes a difference. Further, the endurance and recharge stats of your attacks are mediocre at 41%.

Also from a set bonus standpoint, Kinetic Combats only offer 1.88% melee and a modest hitpoint boost. They pale compared to other choices you can make in those slots and are far more expensive to boot. Consider it takes 2 sets (8 slots) of Kinetic Combat to make up the 3.75% melee defense granted by 6 slotting Touch of Death or Obliteration. The fact that you have 4 sets of 4 Kinetic Combat points to slotting inefficiency.

Another consideration is that if you ever exempt down, you'd only have 22% accuracy in many of your key attacks, even if you managed to keep some of your other set bonuses.

2. Use of mules / poor slotting. You have health, touch of fear and manuevers all 6 slotted.

*If you are 6 slotting Numina for the ranged +def then it's much better used in true grit, where you'd get hipoints, all the set bonuses and better innate regen.

* While sipon insight does give melee and AoE bonuses, there are other ways to get those that are much more efficient. Grabbing dark consumption and slotting it with Obliterations for example would yield you melee +def and the AoE defense could be grabbed by just slotting super jump with 1 more slot of Blessing of the Zephyr.

* Manuevers at 6 slots is wasteful because there are many better ways to get the 5% recharge bonus and the ranged defense. From an enhancement (not set bonus standpoint), the last two sets do almost nothing for your build. You could've gotten an equivalent amount of ranged defense by 6 slotting one of your attacks with Mako's Bite for example. Another attack could also take Crushing Impact. Makos and Crushing Impact add hitpoints, accuracy and minor damage buffs and do more for your build than Red Fortune would.

3. Dark Consumption is better IMO for a number of reasons. One it's an AoE in a set that is AoE light. Two, it replenishes endurance is a power set that can be very endurance hungry. Three, since you're soft capped, the tohit buffs from Touch of Fear lose alot of their potency. It probably doesn't contribute much to your survival. Four, from a set standpoint, it takes the Obliteration set which adds melee +def and recharge.

4. For as much as you spent, you only managed +47.5% global recharge. That isn't a stat that most of us would consider "beastly". It's merely average, maybe even below average. If you're shields, you want a high global recharge so you can abuse shield charge as much as possible 60%+ would be pretty good, but some builds have much, much higher.

Anyway, hopefully this is helpful. At the end of the day, none of our opinions really matter and if you're happy with your character as-is then that's all that counts.


 

Posted

Aaron. Just a couple of concerns. At first glance, it looks to me like that build is going to run into endurance issues in high-end soloing scenarios (I could be wrong there) and Siphon Life is not being leveraged effectively for both heal and damage, which is something you see in most high-end builds. Finally, I would want Smite's recharge to be closer to the ED cap, given that it is the highest DPS in the set. Of course this is peanut gallery nit-picking, as I do not use Mids myself, and am apparently a bit odd for being satisfied with about %40.5 melee def on my DM/SD (with 44ish vs Ranged and AoE), which has neither DC nor ToF.


 

Posted

OK, here's a quick (editor's note: quick???) build comparison and review. For comparison with yours, Aaron, I grabbed Santorican's build, which I've never looked at before either. I just have reason to believe that it's solid, because Santorican has has a pretty good idea what he's doing.

In all fairness, his looks EXTREMELY expensive, with PvP IOs and purples. Yours isn't cheap, but it's probably an order of magnitude cheaper. That will account for much of the difference that I'm seeing.

The first thing I'm looking for is what chain you two can run. The top Dark Melee chain is this:

Midnight Grasp -> Smite -> Siphon Life -> Smite

It's the top chain for a couple of reasons. First, it's the highest DPS chain. Second, it takes very good advantage of Siphon Life to increase your survivability. Not the BEST advantage, but the best advantage for any chain with anything close to the DPS that I've looked at so far.

Santorican has the recharge to run that chain while Hasten is up, is close when it isn't, and Hasten is only down for 4 seconds or so. Your build can't run it. Looks like your best chain is this:

Midnight Grasp -> Smite -> Shadow Punch -> Siphon Life -> Smite -> Shadow Punch

That chain is actually very close on DPS, but it has two big things going against it. First, it requires an extra attack, which is likely to involve compromise elsewhere in the build. Second, it doesn't use Siphon Life nearly as often, which is going to eat into your survivability.

Siphon Life itself is a key attack, both from a damage and survivability standpoint. It's one of the few attacks where I recommend frankenslotting over set bonuses. Santorican went all the way, no set bonuses, just six hamios, with +95% accuracy, damage, healing AND endurance. Unless you also want recharge to spam Siphon Life faster than your chain allows when you're in real trouble, that's as good as it gets.

Your Siphon Life is healing less often, and for about half as much. And it's less damaging, with significantly less accuracy and endurance discount. You DO have more recharge enhancement, but can't really take advantage of it, and Santorican's global recharge more than makes up for the difference.

I'm just glancing briefly over the other attacks. In your build, they look underenhanced. In Santorican's, they look pretty decent. His DPS is likely noticeably higher. But kudos for taking Shadow Maul. I really like Shadow Maul.

How about endurance use? Your best chain uses 3.57 EPS. His takes 3.36 EPS. Not a huge difference, but I suspect noticeable in things like AV fights or pylon soloing.

Let's have a look at defense and resistance. Very similar numbers there if Santorican leaves Tough (which has no endurance reduction) off, but of course he's a little better there if he turns it on.

Regeneration is similar, with yours ahead, but I suspect that will be dwarfed by the difference in Siphon Life frequency and slotting.

Hit points are similar, with the edge going to your build again. Hit points are very very nice to have.

Defense debuff resistance? No contest. Santorican has an almost full time double-stack of Active Defense, fully-enhanced with Membranes. He's likely capped at 95% defense debuff resistance. Not a concern of his. Significant weakness in your build. No Membranes in Active Defense, low defense debuff resistance.

Endurance use? Well, this is overly simplistic, but you have 3.53 EPS recovery, - 1.07 EPS toggles, -3.57 EPS attack chain, so you're losing 1.11 EPS. That's quite a lot, at least if you're soloing AVs or fighting +4x8 and that sort of thing. Probably OK for normal play. Santorican has 4.15 EPS recovery, -0.85 EPS toggles (Tough off), -3.36 EPS attack chain, so he's losing 0.06 EPS. Oops, missed the Panacea unique. So he gains endurance with Tough off, loses it very slowly with Tough on. Oh, Conserve Power and Dark Consumption. He can run forever without blues, even when unlucky with his procs. Frankly, I bet he could trade some of that to improve the build in other areas. In any case, sustainable endurance is what you want for AV soloing, pylon soloing, +4x8, Rikti War Zone challenge, and various other scrapper challenges. Again, not so important for regular play.

Hmmm, accuracy? I normally measure it against +4s. Looks like you're OK, with Tactics and decent slotting keeping Soul Drain over 95%. Then with Soul Drain up, your other main attacks are over 95%. When Soul Drain is down, you're going to have some misses. Not sure how many +4s you were planning to fight, though. Santorican... not really any better. 95% on Soul Drain, 95% on other attacks when Soul Drain is up, not so much when it's down. His Soul Drain is closer to perma, though. Still, pretty close overall.

Shield Charge in 30 seconds on yours, 25.4 on his. Not a huge difference, but nice to have it up faster.

I DO like seeing leadership in a build, so kudos on that. It seems team-friendly, where Fighting just isn't, other than to the extent that it keeps you alive to keep helping your team. Man, Santorican, why do you hate your team so much?

I prefer your Combat Jumping + Hurdle to his, uh, lack of ability to get around. But hey, Ninja Running helps a whole lot, so maybe it's fine.

Both of you skipped One with the Shield? Eh, OK. It would certainly be on my "maybe if I can afford it" list instead of my "gotta have it" list.

You have Touch of Fear, but when do you find it useful as opposed to simply attacking? Is anything so dangerous to you that you're better of fearing them instead of doing damage? About the only thing I'd want to fear is an AV, and it's not very effective against AVs. Seems like a waste to me, but maybe it's more of a playstyle preference.

Is your build gimped? Hell no. You'll own most content. Is it as good as it could be? Nope. It lags significantly behind what is possible in a build, though I'll again point out that some of that lag is due to budget. How much? Hard to say, but I'm confident that it could be significantly improved.

And some of the improvements may not make any difference to you. Do you fight a lot of defense debuffers? If yes, that's a huge difference. If not, it's no big deal. Do you want to do scrapper challenges? If yes, you'd benefit significantly from better endurance managaement. If no, and you're happy to pop blues, and don't fight AVs much, it may not make any difference at all. And so on.

Oh, Santorican's build, so you don't have to search for it:

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"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

Tweaked the build a bit, added hasten, had one too many lotg +rech, got you more regen. If you don't like the kismet put a LOTG in phalanx and a pure def IO in vengance. You shouldn't need the -tohit that ToF has, one other attack will essentially do the same thing.

IMO this build will perform better, my best advice is jump over to the test server try out the differn't builds and use the one you prefer on live server. If you still prefer yours, it's your toon not mine. Enjoy.

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

Click this DataLink to open the build!

Dm/Shield: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
Level 1: Shadow Punch

  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (23) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Damage/Endurance
  • (48) Mako's Bite - Damage/Recharge
  • (48) Mako's Bite - Accuracy/Endurance/Recharge
Level 1: Deflection
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
Level 2: Smite
  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (3) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (3) Mako's Bite - Accuracy/Damage
  • (40) Mako's Bite - Damage/Endurance
  • (40) Mako's Bite - Damage/Recharge
  • (43) Mako's Bite - Accuracy/Endurance/Recharge
Level 4: Battle Agility
  • (A) Luck of the Gambler - Recharge Speed
  • (5) Luck of the Gambler - Defense
  • (5) Luck of the Gambler - Defense/Endurance
Level 6: Shadow Maul
  • (A) Obliteration - Chance for Smashing Damage
  • (7) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (7) Obliteration - Damage
  • (17) Obliteration - Accuracy/Recharge
  • (17) Obliteration - Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Recharge
Level 8: True Grit
  • (A) Numina's Convalescence - Heal
  • (9) Numina's Convalescence - Heal/Endurance
  • (9) Numina's Convalescence - Heal/Recharge
  • (15) Steadfast Protection - Resistance/+Def 3%
Level 10: Siphon Life
  • (A) Hecatomb - Damage
  • (11) HamiO:Golgi Exposure
  • (11) HamiO:Golgi Exposure
  • (13) HamiO:Nucleolus Exposure
  • (15) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (39) Siphon Insight - Accuracy/Recharge
Level 12: Active Defense
  • (A) HamiO:Membrane Exposure
  • (13) HamiO:Membrane Exposure
Level 14: Swift
  • (A) Empty
Level 16: Against All Odds
  • (A) Endurance Reduction IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
  • (43) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - Heal/Endurance
  • (50) Regenerative Tissue - +Regeneration
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod/Accuracy
  • (21) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
  • (39) Performance Shifter - Accuracy/Recharge
  • (43) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Phalanx Fighting
  • (A) Kismet - Accuracy +6%
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 26: Soul Drain
  • (A) Obliteration - Chance for Smashing Damage
  • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (27) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
Level 28: Super Jump
  • (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 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 32: Midnight Grasp
  • (A) Touch of Death - Chance of Damage(Negative)
  • (33) Touch of Death - Damage/Endurance/Recharge
  • (33) Touch of Death - Accuracy/Damage
  • (33) Touch of Death - Damage/Endurance
  • (34) Touch of Death - Damage/Recharge
  • (40) Touch of Death - Accuracy/Damage/Endurance
Level 35: Shield Charge
  • (A) Obliteration - Chance for Smashing Damage
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
Level 38: Grant Cover
  • (A) HamiO:Cytoskeleton Exposure
Level 41: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) HamiO:Cytoskeleton Exposure
Level 44: Tactics
  • (A) Empty
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Dark Consumption
  • (A) Efficacy Adaptor - Accuracy/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit


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Posted

Okay, I went from a murkey understanding to cloudy with Enots explanation. Then Werner basically turned the light bulb on. There were quite a few things I had never really considered. I guess my blinders were on a bit. I really liked Enots last bit of advice about using the test server. I had completely forgotten about that as I haven't used it in well over a year.

Thanks for the help and advice.


To the OP,

I just realized that this thread seemed to be about me, and I apologize. I should have started a new post. If I have any other questions I will do just that.


 

Posted

So does the OP want a DM/SD or a FM/SD build lol?


@Effy
Effy On Hot Sauce Fire/Cold Corr
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Effy On Heat FM/SD Before FoTM
Effy Unleashed DP/EN Blaster 1st 50 @ Union