MA/Shield critique


ClawsandEffect

 

Posted

So I made this build and I am wondering how it shapes up. I reached the softcap but I am aiming to have it perform in PvP as well. How would you all say it measures up?

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Posted

I think it would measure up rather poorly in PvP. Defense based sets, shields included, don't do very well with the current implementation of PvP. Your build in particular would get wrecked with one toss of a web grenade since you don't have super speed or even by a player who's blasting you on top of a building since you don't have any means of vertical travel.

As for PvE, it's okay for a budget build but there are many things you could do to optimize it.


 

Posted

Any recommendations on what would be best for PVP? I was thinking fire/fire just to do as much damage as possible before dying.


 

Posted

Quote:
Originally Posted by Shadowraithe View Post
Any recommendations on what would be best for PVP? I was thinking fire/fire just to do as much damage as possible before dying.
Blaster. Psy/Sonic/Fire with Energy/Devices


 

Posted

Quote:
Originally Posted by Shadowraithe View Post
Any recommendations on what would be best for PVP? I was thinking fire/fire just to do as much damage as possible before dying.

If you must play a scrapper in PvP Regen is your best choice for a secondary. You will aggravate people no end if you keep healing before they can kill you.

Primary-wise, Fire is popular, Spines is a decent choice (mostly for Impale). I have a Claws/Regen that performs fairly well, but it's damage output is kind of low. Broadsword is a decent choice. Dark Melee can be made into a halfway decent PvP toon as well.

Really, for PvP your secondary choice has more to do with it than your primary. If you pick the right secondary you can make almost any primary work.

Why other secondaries are less desirable:

Shield and SR - Defense based secondaries don't really give you that much survivability, because everyone has accuracy up the wazoo. In Shield's case, Against All Odds will basically be a fancy end drain and not much else, because no one is going to stay in melee long enough to give you any benefit from it. Shield Charge will be difficult to land a hit with.

Invuln and Willpower - Not BAD choices, but the powers that make these sets shine in PvE (Invincibility and RttC) require enemies in melee range, and no one is likely to stay in melee very long. I'd go Invuln over WP because it has Dull Pain, and the resistance values are higher (Temp Invulnerablity will give you resistance to everything in a PvP zone now)

Fire and Electric - Again, not BAD choices, but both are pure resistance sets. They will keep you alive longer, but anyone persistant enough will wear you down before too long. I'd give the nod to fire here for the fast recharging heal. But, fire has no KB or immobilize protection, so you'll want to go with the leaping pool. If you catch someone in melee range too long Electric can drain them. ELectic's resists are higher, but that's counteracted by Energize being on a long recharge.

Dark Armor - As much as I hate to say it, because I love this set, Dark Armor kinda blows in PvP. All the powers that make it awesome in PvE are next to useless in PvP. Cloak of Fear and Oppressive Gloom will detoggle if you are hit with a mez, and that will be anyone's first move: Shutting down your offensive toggles. Dark Regen is the best self heal in the game (IMO) but it needs fuel to work. If you're in a mobile battle your chances of finding anything to heal off of are slim.

And finally we come to Regen. With no real defense to speak of, your opponent's accuracy is irrelevant. With not much resistance, your opponent's damage type is irrelevant. With a solid build you will be nearly unkillable due to the fact that you will keep healing before they can land a kill shot. Resilience gives you a LOT of stun resistance (stuns are one of the most common mezzes across all powersets). Moment of Glory will buy you 15 seconds of nigh invincibility, 15 seconds is a long time in a PvP fight.

In short, Regen is commonly accepted to be the best PvP secondary for scrappers. Others can be made effective, but Regen is pretty good out of the box.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Thanks! That was a good breakdown of those. Now I understand.

One more thing. What about epics? Anything in particular strike you as being good? I was thinking fire for RoF and Char but if people gear up to make it useless to use or reduce its effect, it seems like a waste.


 

Posted

Quote:
Originally Posted by Shadowraithe View Post
Thanks! That was a good breakdown of those. Now I understand.

One more thing. What about epics? Anything in particular strike you as being good? I was thinking fire for RoF and Char but if people gear up to make it useless to use or reduce its effect, it seems like a waste.

Fire wouldn't be bad. Weapons is another popular choice.

Fire gives you a hold, an immobilize, a ranged attack, and a debuff (except the recharge is crazy long and the duration is pretty short) Don't bother with Fireball if you're planning on PvPing, the only use it has is taking out MM pets, and you'd be better off ignoring them and going after the MM directly.

Weapons gives you Web Grenade (very useful for scrappers, it can bring down flyers) Targeting Drone, Caltrops, and a couple crappy ranged attacks. Webnading smeone into a caltrop patch is a fairly effective tactic. Being a melee fighter you want to keep things moving slow enough (or not at all) to be able to get more than one attack off before they bolt.

Important note: I'm not an awesome PvPer by any means. I have a decent grasp of the basics, but I'll probably never be competetive with it, largely through lack of any real desire.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.