Looking for a solo survivable scrapper...
Two other tips if you go Kat/WP or BS/WP or any set that has good resistance to smashing and lethal:
1. Go Magic Origin because it keeps you away from your nemesis damage types (such as puking toxic Vazilosk).
2. Try to do mostly radio missions levels 5-22 and choose foes that are mostly smashing/lethal damage, such as Lost, Outcast, Trolls, etc. Avoid any Circle of Thorns or Vazilosk mission or Tsoo missions at first.
By the time you hit 20 and especially 22, it's less important who you fight. Thorns, Banished, and Tsoo become dirt easy by now. And once you hit 28 and get your exotic mitigation from Heightened Senses, you're ready for anything.
If you roll up a character in the new i18 zones, it doesn't matter what you fight or what origin you take. None of them seem to do much other than smashing/lethal, and the leveling curve is fast to 20.
The other reason katana and broadsword are so nice, the weapon customisation options are great.
A note about Hasten. You don't *need* it for your normal attacks, especially once you pick up your last two hard-hitters at 26 and beyond. But with 55% base end regen from both Quick Recovery *and* Stamina, you can easily keep Hasten on Auto-fire for the sole purpose of making Build Up nearly permanent (by putting 3 recharges in Build Up too). This effectively *doubles* your damage output all the time rather than for just 10 seconds here and there.
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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
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and one other thing to keep in mind is the upcoming change in I19 making stamina inherent. so some sets, like regen and wp that may not even need stamina, now get it for free any way. so those sets will have absolutely no endurance problems from lvl 1 up.
I like Spines/regen for the attack availability and healing/defense
I also enjoy anything/SR because you hardly get hit and if you do you don't take a lot of damage
Flux Tempest-Electric Melee/Willpower
Zaunte's Rage-Claws/Invulnerability
Quick note: Build Up only lasts for 10 seconds, so it's not even on the same planet as permanent on that build. Still, the point is sound. Hasten brings back Build Up faster, which improves damage output. Also, Build Up doesn't double your damage output unless you haven't slotted any damage in your attacks because it boosts base damage, not enhanced damage.
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Build up is quite nice when it's there and ready to go, was just thinking it would be nice to bring it back even faster, and unlike other builds where Hasten can get you into endurance problems, with the generous amounts of end regen you can get with /WP and Fitness, it's easy to keep Hasten on fire-and-forget full time.
Not sure I agree with the other sentiment posted a few replies above about i19 somehow making endurance "no problem" for any build, though. First off, any build that needs extra endurance regen always picks up Stamina anyway, so there's no net gain there other than getting access to it sooner (and it's not usually necessary until you have several toggle powers anyway, so sooner isn't necessarily better) and the fact that getting it as an inherent frees up power slots for other powers. No disputing the buff there, but it's not a buff to endurance regen rate.
/WP has the singular advantage of effectively giving you a second and *better* copy of Stamina. 2x Stamina with 6 End Mod slots in total working in your favor without hitting the ED ceiling.
/WP has the singular advantage of effectively giving you a second and *better* copy of Stamina. 2x Stamina with 6 End Mod slots in total working in your favor without hitting the ED ceiling. |
Be well, people of CoH.
But I can't seem to decided on what type to be. I haven't played a scrapper since I4 or so. Its been a VERY long time and I just feel the urge to go back, but I'd rather not build a lemon. I've read quite a few posts here but I'm still not quite sure what would be the most survivable solo scrapper. If I could get some advice I would really appreciate it.
Thanks in advance. |
Will Power got less Healing more Defense's and resists, got my Will power all Sloted out and nothing can kill him, he is a beast.
I go with Fiery Melee, it's easy to Control, not bad on end and Does good Dot and has Heavy Damage.
Spines are nice a little bit more AoE and Toxic Damage
Broad Sword is great on Damage
Martial Arts is fun and enjoyable moves, with fair damage
Energy Melee is really Awesome on Damage, but not greatest on End, it's can be heavy.
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Samuel_Tow: Your avatar is... I think I like it
I like Spines/regen for the attack availability and healing/defense
I also enjoy anything/SR because you hardly get hit and if you do you don't take a lot of damage |
Correct me if Im wrong, but /SR is a defense based set. Which means that when and IF you get hit, you get hit hard and for relatively the full amount of damage as a result of little to no resistance.
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THAT just made me think of:
"I'm the best there is at what I do. But what I do best isn't very nice."
Of course, around the scrapper forum it's a collective, plural "we" thing, but the same sentiment applies!!
...and now I'm torn between properly attributing that quote or saying something properly belligerent, indignant, and scrapper-like such as "If you gotta look THAT up, bub, what are you doin' in the SCRAPPER forum!?"
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
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Energy Melee is really Awesome on Damage, but not greatest on End, it's can be heavy.
Welcome to the Scrapper Club Btw. |
On a slightly more serious note (I'm assuming you got confused w/brutes, so that is my reference point), EM has the same normalized DPE as most other powersets. Scrapper/Brute sets like Claws & Fire have superior DPE values than all the other sets, of course, but considering ET also has the one of the highest DPE in the game because of the self-damage, on average, EM is actually more end-friendly than most.
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Indeed! It's been so long since I looked at my Claw/Regen that I frankly forgot that fact. Still, having pretty much only healing working for you as your mitigation doesn't really seem to cut it any more, even at high end casual play. The mixture of resistance, regen, and small amount of defense found in /WP seems to be "just right". For my tastes, anyway. At all levels so far (up to 30 now), my Kat/WP was far smoother and stronger overall than my Claw/Regen. I'll miss the range and utility of Focus, but I won't miss anything else.
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Correct me if Im wrong, but /SR is a defense based set. Which means that when and IF you get hit, you get hit hard and for relatively the full amount of damage as a result of little to no resistance.
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And chaos! Don't forget the chaos!
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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Samuel_Tow: Your avatar is... I think I like it
Claws/SR is just great. Nice soft capping for defence and claws...is the bomb!
My second choice would be fire/wp. Fun toon. A little end heavy sometimes but wp is pretty much easy mode from 1 - 50.
ymmv
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I throw in my vote for Kat/WP being the absolute most casual-friendly and solo-friendly scrapper build, period. BS/WP might be a close second or even equal, but IMO Katana just looks nicer and feels faster, and is a much better "style" match for a Ninja Run travel power if you've plopped down $10 for the Martial Arts booster pack.
Even at the high end, as others have noted, you *can* tweak out a Kat/WP build to let you fight at a fairly high level of difficulty. Certainly for casual play even at L50, it's more than enough horsepower even with mostly common IOs or Frankenslotting on the cheap. And getting to L50 is a smooth, fast ride. And CHEAP--you can do the build I list below for less than 4 million INF total spent on training enhancements, lots of DOs to keep you "in the green", and then a full set of level 25 IOs (at level 22) that will take you all the way to level 50 before you need to think about improving your enhancements further.
I say this after having recently leveled up a Kat/WP scrapper to 28 in an amazingly short amount of time (just a few real-time days), which is impressive since I'm a fairly casual player. I died maybe 3x total, due to carelessness each time.
/WP is smooth as silk for many reasons, mainly the super-high regen rate from just two skills (looking at the numbers for Fast Healing and especially a 3-heal-slotted Rise to the Challenge in Mids Hero Builder is impressive), coupled with the 30% base endurance regen rate from Quick Recovery at level 20 (without needing to use two other powers from the fitness pool just to get to the lower 25% base end regen of Stamina), coupled with decent all-around mitigation even to status holds and exotic damage types.
/WP is easy mode from level 1 through the mid 30s, whereas by comparison going with /SR or any of the other "uber" secondaries at the level 50 "crazy" gameplay levels is just a slog through pain all the way through your mid 30s. I don't know how many times I've tried a /SR scrapper and given up by the mid teens or mid 20s because it's so painfully terrible mitigation at low levels.
But Katana really smooths out the early game leveling because of that wonderful Divine Avalanche skill that you get at level 8. Suddenly, you have an easy, constant 30% resistance mitigation to smashing and lethal that is applied with every fast-recharging attack that does solid damage output in your early (pre-26) attack chains. I'm sure Broadsword's "Parry" power is similar but can't remember at what level you get that one.
So once you hit level 8, which comes very very quickly, Divine Avalanche enables you to instantly set your difficulty rating to +1 levels above your own, which means every mission is yellow and orange minions, and mostly orange and red lieuts, that you can chew through without stopping for very fast xp gain overall.
The other nice synergy of Kat/WP is that you can actually skip Stamina if you like, despite all your endurance-heavy toggles, because Quick Recovery is actually *better* than Stamina. Although to be fair, it's very easy to fit Stamina in too, which means you will never, ever sweat your endurance rates, not even for a moment. Even before getting Stamina, once you grab Quick Recovery and put even just one End Mod in it, you can run all your toggles + sprint (and combat jumping) fullt-time while fighting and never, ever run out of endurance even against foes that do mild/moderate amounts of endurance draining attacks. And that's spamming all your availlable attacks, even your AOEs and Cones in an unending attack chain, even against single targets. (Naturally you use the cone and AOE only when your DA and GC aren't recharged yet.)
When you hit level 22 and stick a full complement of basic level 25 Common IOs in every slot, you become god-mode (for leveling).
FWIW, here's the Ninja Run-based build I've used so far. Tweaked to optimum mitigation/regen levels in Mid's (For example, there's less bang for the buck for additional 2nd and 3rd slots in Quick Recovery and Stamina, so they're both only 1-slotted at first and neither gets a 2nd slot until 25 and neither will get a 3rd slot until post-30, if at all, etc. Likewise, adding Healing from the Fitness pool adds a mere +15% regen boost on top of what Fast Healing and Rise to the Challenge already give you, so I skipped Health entirely.
Main benefits of plunking down $10 for the Martial Arts booster pack to get Ninja Run are:
1. You get a "good enough" travel power by level 6: mid-50s mph (versus the travel cap of 78 mph) when jumping, and when you add Swift at level 14 you can run nearly as fast as you can jump. It's like having Super Jump at level 6, and having your choice of both Super Jump or Super Speed, as desired, by level 14. I don't notice the slight speed difference from real SJ or SS at all, frankly, and it's hella fun navigating around buildings and obstacles with Ninja Run. Just totally fun getting from point A to point B compared to every other travel skill. It's a hoot and worth the $10 all by itself.
2. You can skip Combat Jumping and Super Jump, using those typical early slots instead for two powers (Hurdle and Swift) that enable you to zip around in large mission areas (translating to faster XP income rate), to do tactical LOS pulls more effectively (tranlating to safer leveling and less dying), and to pave the way for a very early Stamina compared to builds that use Combat Jumping and Super Jump. We're talking Stamina at 24 instead of at 35.
3. Ability to have a "free" slot for a "utility" power (such as Hasten or Recall Friend, etc.) at level 30 instead of more like the late 30s. A note about Hasten. You don't *need* it for your normal attacks, especially once you pick up your last two hard-hitters at 26 and beyond. But with 55% base end regen from both Quick Recovery *and* Stamina, you can easily keep Hasten on Auto-fire for the sole purpose of making Build Up nearly permanent (by putting 3 recharges in Build Up too). This effectively *doubles* your damage output all the time rather than for just 10 seconds here and there. Hasten also makes your PBAOE and your final hard-hitting attack come back just that must faster, for even more total DPS over a given amount of time, and with your massive endurance recovery rate it's no problem at all even with all your toggles + sprint + (an eventual post-30) Combat Jumping and Fighting Pool powers, etc.
Really, by level 28, with a bunch of level 25 common IOs slotted in, you're ready to sidekick with L50 characters and you won't get beat up in L50 missions too badly (unlike some other builds I've had, like Claw/Regen, where your'e still tissue paper by that level if you go play L50 missions with someone.
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Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 29 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fitness
Hero Profile:
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Level 1: Gambler's Cut
(A) Accuracy IO: Level 25
(3) Accuracy IO: Level 25
(7) Endurance Reduction IO: Level 25
(11) Damage Increase IO: Level 25
(21) Damage Increase IO: Level 25
Level 1: High Pain Tolerance
(A) Resist Damage IO: Level 25
(29) Resist Damage IO: Level 25
Level 2: Flashing Steel
(A) Accuracy IO: Level 25
(3) Accuracy IO: Level 25
(7) Endurance Reduction IO: Level 25
(15) Damage Increase IO: Level 25
Level 4: Fast Healing
(A) Healing IO: Level 25
(5) Healing IO: Level 25
(5) Healing IO: Level 25
Level 6: Hurdle
(A) Jumping IO: Level 25
Level 8: Divine Avalanche
(A) Accuracy IO: Level 25
(9) Accuracy IO: Level 25
(9) Endurance Reduction IO: Level 25
(13) Damage Increase IO: Level 25
(23) Damage Increase IO: Level 25
Level 10: Indomitable Will
(A) Endurance Reduction IO: Level 25
(11) Endurance Reduction IO: Level 25
Level 12: Build Up
(A) Recharge Reduction IO: Level 25
(13) Recharge Reduction IO: Level 25
(15) Recharge Reduction IO: Level 25
Level 14: Swift
(A) Run Speed IO: Level 25
Level 16: Rise to the Challenge
(A) Endurance Reduction IO: Level 25
(17) Endurance Reduction IO: Level 25
(17) Healing IO: Level 25
(19) Healing IO: Level 25
(21) Healing IO: Level 25
Level 18: The Lotus Drops
(A) Accuracy IO: Level 25
(19) Accuracy IO: Level 25
(23) Endurance Reduction IO: Level 25
Level 20: Quick Recovery
(A) Endurance Modification IO: Level 25
(25) Endurance Modification IO: Level 25
Level 22: Mind Over Body
(A) Endurance Reduction IO: Level 25
Level 24: Stamina
(A) Endurance Modification IO: Level 25
(25) Endurance Modification IO: Level 25
Level 26: Soaring Dragon
(A) Accuracy IO: Level 25
(27) Accuracy IO: Level 25
(27) Endurance Reduction IO: Level 25
Level 28: Heightened Senses
(A) Endurance Reduction IO: Level 25
(29) Defense Buff IO: Level 25
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Endurance Reduction IO: Level 25
Level 2: Rest
(A) Empty
Level 1: Critical Hit
Level 4: Ninja Run