Tweaking an Elec/SD Scrapper Build


Demobot

 

Posted

A bit lengthy, sorry.

I've been struggling with a build -- the first complex build I've done in Mids' -- and I'd like to get advice/assistance from anyone who likes tweaking the finer details of a build to reach a set of goals.

Of course I want a lot from this build -- perhaps more than is possible.

Here's what I have so far, then I'll discuss goals.

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

Click this DataLink to open the build!

Daisycutter: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(25)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(50)
Level 2: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(23)
Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(9)
Level 6: True Grit -- Heal-I(A), Heal-I(37), Heal-I(39)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), Armgdn-Dmg/Rchg(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Swift -- Empty(A)
Level 16: Against All Odds -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(34)
Level 26: Kick -- Empty(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(50)
Level 44: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 10.2% Defense(Smashing)
  • 10.2% Defense(Lethal)
  • 13.3% Defense(Fire)
  • 13.3% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.4% Defense(Melee)
  • 12.1% Defense(Ranged)
  • 18.9% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(Held)
  • 71% Enhancement(Accuracy)
  • 50% Enhancement(RechargeTime)
  • 115.5 HP (8.62%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 10.8%
  • MezResist(Immobilize) 8.55%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 6.9%
  • MezResist(Terrorized) 2.5%
  • 6.5% (0.11 End/sec) Recovery
  • 40% (2.24 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 5% RunSpeed
  • 4.5% XPDebtProtection



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Some parameters: All sets are at level 35 or their highest level if that's less than 35; non-set stuff is 50. I exemplar some and have arbitrarily chosen 35 as a target. Some one-slotted stuff I didn't fill for this exercise.

Goals and restrictions:
  • Soft-capped to all positional defenses
  • I'd like to keep this many attacks -- specifically two single-target (any two of Charged Strike, Havoc Punch, Chain Induction), two small AoEs (Jacob's Ladder and Thunder Strike) the two mini-nukes, of course (Shield Charge and Lightning Rod) AND Fireball. I don't care about the other powers in the Fire ancillary; I took the ones I did pretty much just for their set bonuses.
  • I don't want to six-slot Build Up for the Gaussian's set if I can at all help it. Since I am using level 35 sets, the low recharge would prevent BU from synching up nicely with the two mini-nukes. I would like to keep them as close as possible in recharge. I'm not against using Gaussian's in something else, like Tactics. I know it's great all-around defense.
  • I would like to get as much resistance as I can into the build along with the defense. I wish this build slotted True Grit for resistance as well as life, for example.
  • Global recharge is NOT as critical to me as it might be to other folks. I'll take what I can get but I'd rather have what I listed above.

Known flaws with my build above:
  • It does not hit the soft caps everywhere (ranged in particular is way short at 39% and melee is 44.5%).
  • It does not six-slot Fireball (I have OCD issues with only 5-slotting an important attack).
  • It doesn't have any end recovery uniques and little in the way of recovery bonuses.
  • It doesn't use any HOs (primarily because I am not well-versed in HOs and uncomfortable with the dual-use exploit, and anyway I am more interested in set bonuses that give defense

I've read Fury Flechette's most excellent guide. My build is vaguely like his "Expensive" build but I am trying to keep more attacks and keep BU recharging with the mini-nukes, and am giving up recharge, recovery, and regeneration to do so.

Is my wish list even feasible? And am I crazy to like so many attacks at the expense of recharge and possibly other goodies?

Thanks for reading and extra thanks to all who try to help!


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Take this as a start. It doesn't fullfill all the things you want. Not wanting to 6 slot Gaussians was the killer for me, and I ended having to use HOs, which is also something you didn't want.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Electric-Shield Mock Up: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(11), HO:Enzym(23), S'fstPrt-ResDam/Def+(34)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(42)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), HO:Enzym(23)
Level 6: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(7)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(13), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(43)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(40)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(50)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run

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Posted

Sailboat that name is sooooooooooooooo awesome!!! Fury's build is as good as its going to get for the money you will want to spend.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Here's a version with better resistances, no HOs. I did have to use Gaussian's however. Still the build has around 60%ish recharge so it should be that bad.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Electric-Shield Mock Up 2: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(11), S'fstPrt-ResDam/Def+(34), ResDam-I(42), ResDam-I(46)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(42)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(23)
Level 6: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(7), ResDam-I(23)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(43)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(43), GSFC-Build%(50)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(40)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(50)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run

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Posted

Quote:
Originally Posted by Santorican View Post
Sailboat that name is sooooooooooooooo awesome!!!
Thanks. My rationale was that between Lightning Rod, Shield Charge, and Thunder Strike, she'll be doing a lot of big booms that knock everything down. The Daisycutter bomb was designed to knock everything down in a wide radius with a huge explosion.

Fury -- thanks -- I will import those for a look, and keep tinkering. So far the character has been doing okay without a movement power, just using Ninja Run; but it looks like slots are limiting these builds moreso than having taken a travel power, anyway.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Okay...here's something I don't understand.

Quote:
Originally Posted by Fury Flechette View Post
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), HO:Enzym(23)
There's an HO (Enzyme) in that. Resulting total enhancement is 48.55% defense (the ED cap is roughly 56%). My resulting total ranged defense in Mids' is 45.2%.

If I take the HO out, and replace it with a fourth LOTG, I can get better defense enhancement at the cost of some endurance drain -- 56.4% Defense enhancement.

But my overall Ranged defense total in Mids' drops to 44.8.

I know the HO gives defense enhancement, but it gives the power lower defense enhancement than that alternative -- why does my defense drop when it is removed and replaced with higher percentage defense enhancement? It doesn't appear recharge is affected...what am I missing?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Okay...here's something I don't understand.



There's an HO (Enzyme) in that. Resulting total enhancement is 48.55% defense (the ED cap is roughly 56%). My resulting total ranged defense in Mids' is 45.2%.

If I take the HO out, and replace it with a fourth LOTG, I can get better defense enhancement at the cost of some endurance drain -- 56.4% Defense enhancement.

But my overall Ranged defense total in Mids' drops to 44.8.

I know the HO gives defense enhancement, but it gives the power lower defense enhancement than that alternative -- why does my defense drop when it is removed and replaced with higher percentage defense enhancement? It doesn't appear recharge is affected...what am I missing?
The HO is using its Defense Debuff attribute to enhance defense. Since they're technically not the same attribute, you get a 33% defense buff from one enhancement instead of 25.5% from a straight-up Defense IO.


@Demobot

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