KM/SD Build help


Celestyna

 

Posted

Hey all,
Im wondering if someone could help me out with a KM/SD levelling build please? I like the idea behind it so was pondering finally making a praetorian =)


 

Posted

Usually you should post up a build and then people will critique it and make it better...


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Oh I'm aware, problem comes when I have no idea about either power pool (my 50 scrapper is Claws/Regen), so honestly have no idea what powers to pick, how to slot either of them, they just appeal to me for some reason.
Sorry =/ Will hunt through the forums again and see if I can just find a build to disect


 

Posted

Quote:
Originally Posted by Celestyna_EU View Post
Hey all,
Im wondering if someone could help me out with a KM/SD levelling build please? I like the idea behind it so was pondering finally making a praetorian =)
For me, it would depend on what sort of veteran/expansion powers you have. Ninja Run has been a godsend for my levelling builds, because I can put off movement powers. I'm even ditching them altogether in many builds. Likewise, the difference in gameplay for me before and after Sands of Mu was huge. Thanks to Sands of Mu and endurance-free Brawl, my melee builds tend to put off offensive powers and focus on defense in the early game.

In general, you want everything from the Shield set. Every power is just that good. You could probably delay Grant Cover if you didn't care much about your teammates - or even ditch it altogether if you just run solo or really don't care about value to the team.

Repulsing Torrent and Confront are forgettable in Kinetic Melee. RT has a big KB component and weakish damage. Confront is a single-target taunt and it's the kind of thing that can be nice in PVP, but not quite as useful in PVE.

Fitness pool is a must, with one or both of Swift & Hurdle, plus Health and Stamina. I also recommend Fighting for Tough & Weave (I take Boxing as prereq usually).

If you take all of Shield's powers, all but RT & Confront from Kinetic Melee and three powers each from Fitness and Fighting, then you'll have two slots left over for whatever. Get rid of Grant Cover and you could have three. I like Combat Jumping for one of those (immob protection, defense, IO mule). If you need a movement power, Super Jumping is a good choice at that point. Hasten is always helpful, but Shield isn't all that clicky, so it'd be most helpful if you were able to use it to remove KM power choices (see below).

For slotting, I always 6-slot my attacks (Brawl & Boxing/Kick excepted) and do so as quickly as possible. The impact of having an EndRedux in an attack is going to be a lot bigger than having an EndRedux in a toggle. Toggles get ED-capped for defense and/or resistance, with EndRedux thrown in as available. Stamina always gets three slots. I tend to put off slotting Health until I'm ready to install procs from the Healing sets.

The second-stage build would work off of what attacks I could get rid of in the process of optimizing my attack chain. A pure single-target build would get rid of Burst (I wouldn't, but AOEs are less than useful in PVP or Pylon/AV soloing). Pure DPS builds seem to ditch Focused Burst, due to the 2s animation. Quick Strike would be the next to go for DPS reasons, but that takes quite a bit of recharge to pull off a decent attack chain at that point. You could just fill in with Brawl or Boxing, I guess, but they stink for DPS, too.


 

Posted

Quote:
Originally Posted by streetlight View Post
For me, it would depend on what sort of veteran/expansion powers you have. Ninja Run has been a godsend for my levelling builds, because I can put off movement powers. I'm even ditching them altogether in many builds. Likewise, the difference in gameplay for me before and after Sands of Mu was huge. Thanks to Sands of Mu and endurance-free Brawl, my melee builds tend to put off offensive powers and focus on defense in the early game.

In general, you want everything from the Shield set. Every power is just that good. You could probably delay Grant Cover if you didn't care much about your teammates - or even ditch it altogether if you just run solo or really don't care about value to the team.

Repulsing Torrent and Confront are forgettable in Kinetic Melee. RT has a big KB component and weakish damage. Confront is a single-target taunt and it's the kind of thing that can be nice in PVP, but not quite as useful in PVE.

Fitness pool is a must, with one or both of Swift & Hurdle, plus Health and Stamina. I also recommend Fighting for Tough & Weave (I take Boxing as prereq usually).

If you take all of Shield's powers, all but RT & Confront from Kinetic Melee and three powers each from Fitness and Fighting, then you'll have two slots left over for whatever. Get rid of Grant Cover and you could have three. I like Combat Jumping for one of those (immob protection, defense, IO mule). If you need a movement power, Super Jumping is a good choice at that point. Hasten is always helpful, but Shield isn't all that clicky, so it'd be most helpful if you were able to use it to remove KM power choices (see below).

For slotting, I always 6-slot my attacks (Brawl & Boxing/Kick excepted) and do so as quickly as possible. The impact of having an EndRedux in an attack is going to be a lot bigger than having an EndRedux in a toggle. Toggles get ED-capped for defense and/or resistance, with EndRedux thrown in as available. Stamina always gets three slots. I tend to put off slotting Health until I'm ready to install procs from the Healing sets.

The second-stage build would work off of what attacks I could get rid of in the process of optimizing my attack chain. A pure single-target build would get rid of Burst (I wouldn't, but AOEs are less than useful in PVP or Pylon/AV soloing). Pure DPS builds seem to ditch Focused Burst, due to the 2s animation. Quick Strike would be the next to go for DPS reasons, but that takes quite a bit of recharge to pull off a decent attack chain at that point. You could just fill in with Brawl or Boxing, I guess, but they stink for DPS, too.
Thank you very much Streetlight, that helps alot and will give me a good idea of what to go for in making up the build Also your insight into both builds is greatly appreciated, as I said in a previous post my knowledge is with claws and regen for scrapper (and spines/Nin for stalker).
Once I have a basic build done I'll post it up for critique, again thank you very much


 

Posted

Grant cover is generally skipable in /SD. In KM you want the first 3 attacks, the ranged attack isn't great, so it can wait til later if you like. As was said, you can also skip repulsing torrent and confront. You need stamina and weave, I like hasten a lot, it gives more uptime for power siphon, so that would be useful.

So for leveling, get the first 3 attacks, then a couple of the defenses, then power siphon, then start gettting stamina prereqs and mabye hasten. Get Burst at 18 and stamina at 20.

Hm, I just did a quick build showing what I would take, and it doesn't really look like hasten fits in very well, mabye at 38 instead of combat jumping. Here is what I would likely do for a leveling build. I didn't bother with slots, but streetlight's suggestions are good for slotting, though I often hold off at 5 slots on attacks, generally you can get pretty good enchancements with 5 slots and you tend to need them for other things. I come back later and add a 6th slot if I need it somewhere.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 37 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: Quick Strike -- Empty(A)
Level 1: Deflection -- Empty(A)
Level 2: Body Blow -- Empty(A)
Level 4: Smashing Blow -- Empty(A)
Level 6: Battle Agility -- Empty(A)
Level 8: Power Siphon -- Empty(A)
Level 10: Active Defense -- Empty(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Against All Odds -- Empty(A)
Level 18: Burst -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Phalanx Fighting -- Empty(A)
Level 24: True Grit -- Empty(A)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- Empty(A)
Level 30: Weave -- Empty(A)
Level 32: Concentrated Strike -- Empty(A)
Level 35: Shield Charge -- Empty(A)
Level 38: Combat Jumping -- Empty(A)
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
Level 4: Ninja Run


 

Posted

Grant Cover is skippable if you aren't fighting enemies with defense debuff or large groups using defense debuffing powers. I'd really try to keep Grant Cover.


Virtue: @Santorican

Dark/Shield Build Thread