Debuffing Scrapper
-HP is a debuff. Dead things don't hurt you.
But seriously, either kin or dark would probably your best bet.
-Defense is a terrible attribute to have in a power that requires a tohit check. You also can't do enough -end and -recovery on your own to make a difference, so I'd shy away from that.
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Quick shot: does not exist
Long shot: okay, if you really want to try and make a scrapper that does some kind of debuff, I'm not really sure you understand the concept of scrappers.
While some scrapper sets offer off-set debuffs, slotting those sets for debuffs will leave you critically weak in the area that matters most for scrappers: DAMAGE
For example, Dark Melee takes to-hit debuffs on some powers, and Spines takes slow on some powers. If you slot those out to where they'll actually have an effect... you'll use up valuable slots that should be used for Damage.
Now, if you want to get really tacky and don't mind playing the Random Number Generator for laughs, the Claws, Broadsword, Dual Blades, and Katana sets offer defense debuffs as secondary effects. The Achilles' Heel Resistance debuff proc is not flagged as unique in the game: http://paragonwiki.com/wiki/Achilles...istance_Debuff
You could, in theory, toss a chance for resistance debuff in every single power that offers a defense debuff, and then hope that the proc actually activates often enough to do something for a team.
You'd be better off making a Tank and working the Bruising instead.
Actually, you'd be better off with a Tank or Brute to begin with if you want to debuff. They get stuff like:
- Darkest Night which is a Toggle To-Hit debuff and minus damage debuff
- Melt Armor which does resistance and defense debuff
- Arctic Breath which does resistance defense debuff with added slow debuff
- Shiver which is a massive slow
- Ice Storm which should be tagged with do I have to explain?
- quicksand which is a defense debuff and contains movement debuffs
- Melt armor on a tank does -7% defense and -9.75% resistance
- Darkest Night does -21% Damage Resistance and -10.5% to-hit
- Melt Armor on a Mastermind does -15% defense and -22.5% resistance
- Melt Armor on a Controller / Corruptor does -20% defense and -22.5% resistance
- Darkest Night on a Mastermind does -22.5% Damage debuff and -11.5% to-hit
- Darkest Night on a Corruptor does -30% Damage and -15% to-hit
Now, if you want to try and somehow force a melee archtype into a debuffing role... go ahead. That's your choice.
I was just wondering which powerset combo would produce the most debuffing scrapper.
I think this could be good to work with from a concept standpoint, as well as being useful to survivability for both the player and team. Someone who was sort of a negator of power, things like -tohit, -defense, -end, -dmg etc. Any thoughts? |
For much more debuffage, elec/elec tank with Soul Mastery. Gloom, Darkest Night, and Dark Obliteration for some serious -to hit stacks, which works out to a huge boost to your survival.
Purists might point at dark/dark, but I just can't.....
Kin Melee! -DMG! And does good damage too with added stuns and knockdown.
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elec/elec, slot mildly for end drain in one or two attacks. Works surprisingly well.
For much more debuffage, elec/elec tank with Soul Mastery. Gloom, Darkest Night, and Dark Obliteration for some serious -to hit stacks, which works out to a huge boost to your survival. Purists might point at dark/dark, but I just can't..... |
my only complaint with the build I have is that I'm really low on single target damage. I haven't really played around with swapping out Soul Tentacles for Gloom.
Thanks for the responses. I thought it might be possible with some arcane mix of stuff, but it's perfectly fine if it doesn't really exist.
Thanks for the responses. I thought it might be possible with some arcane mix of stuff, but it's perfectly fine if it doesn't really exist.
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Sometimes the really stupid builds can turn into something wonderful. Case in point for me, I made an Archery / Fire blaster years ago. On SO's the combo sucks. On IO's? I've got loads of places to slot recharge sets. I've got Chance for Holds in the single target attacks. The revamped Burn? Access to a Targeted AOE immobilize in Electrifying Fences?
Now, that's a lucky example, where things in the game changed in such a way that an awful combo changed into where'd all the mobs go?
I don't think you are going to get that lucky with a Scrapper.
The developers are very... hesitant... about what players refer to as the Tank-Mage... the combination of defenses and debuffs / buffs in a single archtype.
Ergo, while Tanks and Brutes have access to Debuffs, the strength of the debuffs are significantly lower than the actual buff / debuff archtypes.
From a technical standpoint, a Kinetic Melee Brute with Electric Armor and Soul Mastery will provide you with one of the strongest debuff sets.
Kinetic Melee will sap an enemies damage, which will stack into Darkest Night's -damage debuff. Electric Armor will sap an enemies endurance.
Alternatively, a Kinetic Melee Tank with Ice Armor and Soul Mastery will be even more devastating on the debuff front. Minus damage in Kinetic Melee. Minus Damage in Chilling Embrance. Slow in Chilling Embrace. Minus endurance in Energy Absorbtion. Then the -damage and -tohit on Darkest Night. Oh, and the -resistance on Bruising.
Between Frozen Armor, Glacial Armor, Weave, Combat Jumping, and Manuevers you'd pretty much be at Smash / Lethal / Energy / Neg-Energy soft-cap, even on SO's. Throw in Energy Absorbtion, and you will be over soft-cap. Not to mention that there's 5 defense powers right there. That's 5 opportunities for LoTG 7.5%
You wouldn't be king of damage, but if you want a debuffing melee, that's how I'd do it.
A top Katana attack chain with both the Achilles' Heel proc and the Fury of The Gladiator proc, can pump out pretty consistent -res(like -20% on average).
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A dark/dark/soul BRUTE can easily floor the accuracy of pretty much anything not an AV in short order. It's like softcapping your defenses (against a single target) - and darkest night helps the entire team. Four dark watchers in darkest night even gets you a recharge bonus and best of all none of the dark powers need to be slotted with -toHit (not even touch of fear - though if you have some slots to spare it certainly helps) so you don't harm your damage output.
Plus you have access to a fear aura (with more -toHit) and/or a stun aura. Back when I first started playing (about a year before my registration date) my first brute was a dark/dark and my supergroup leader remarked after teaming with me that I was like a 'spooky floating mez bomb that tears bosses faces off'. The added powers to soul mastery just made it better. It can be fun.
Practical in the modern game? Not so much. On a large team you probably have people that do it better. With IOs even squishies can have a decent amount of defense. Still fun to be a 'brufender' from time to time? Yes.
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The best I have ever seen is Dark/Dark on a scrapper. But after thinking about Darkest Night, I agree with the previous poster that a Dark/Dark Brute would debuff more easily and consistently against more enemies than any other combination out there.
Fair Warning though: Dark Armor is NOT a great set on just SOs. This set really starts to shine once it starts taking on IO set bonuses. Once you have a fully IOed build, like Dechs says; "Dark Armor SUCKS!".
you CAN tank anything.
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So, you want to be Mental?
What the hell? Let's buff defenders.
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The best I have ever seen is Dark/Dark on a scrapper. But after thinking about Darkest Night, I agree with the previous poster that a Dark/Dark Brute would debuff more easily and consistently against more enemies than any other combination out there.
Fair Warning though: Dark Armor is NOT a great set on just SOs. This set really starts to shine once it starts taking on IO set bonuses. Once you have a fully IOed build, like Dechs says; "Dark Armor SUCKS!". you CAN tank anything. |
Yes, a lot of that these days is the awesome that is Darkest Night... but long before it was a Patron Power option I was fearless at spawn diving on a team. Usually dark regen and cloak of fear were enough. If not... well, it was an excuse to stun everything while rezzing at full health and endurance.
I would say on SO's only Dark/Dark/Soul is actually one of the *stronger* defensive brutes.
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Dark/Shield Build Thread
Amusingly enough my mainly SO (kb reducer in hover, and miracle/numina procs in health are about it) dark/dark/soul brute can do anything my IO'd to the gills sm/wp can - except beat a pylon. Darkest Night, cloak of fear, and death shroud combined with tough, siphon life, and dark regeneration do a really good job of reducing enemy attack frequency, damage, and accuracy. I keep meaning to IO the poor girl but since she doesn't really need it she kind of always gets shuffled down the 'IO meh!' list.
Yes, a lot of that these days is the awesome that is Darkest Night... but long before it was a Patron Power option I was fearless at spawn diving on a team. Usually dark regen and cloak of fear were enough. If not... well, it was an excuse to stun everything while rezzing at full health and endurance. I would say on SO's only Dark/Dark/Soul is actually one of the *stronger* defensive brutes. |
I may have to give a DDS Brute a try one day. DN sounds like a world of fun on a melee character.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Arhcery / Fire is very potent with just SOs. You don't need fancy IOs to RoA + FSC, finish a straggler or two, move to next spawn, Fist, FSC, Explosive, finish a straggler or two, move to next spawn, repeat. Sure, IOs, can make it better, but it definitely does not suck with just SOs.
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Do knockdowns count as a debuff? They effectively cause -damage. Electric/Shield Scrappers can do a good deal of knockdowns to prevent enemies from attacking. Besides preventing damage, the only other debuff that is useful in most situations is -resistance. That is only available as a proc and only if you have -defense powers like Katana. To be clear, -defense is almost never useful because you will likely have capped hit chance with a decent build anyways.
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Dark/Shield Build Thread
On Primaries katana and Broad Sword
Katana provides -defense then you add the Achilles heal proc in gamblers cut and get some -resistance and Broad sword equivalent attack
Dark Melee has -tohit
Claws and DB each have one attack that does -def and can also has the -res proc possibility in those attacks
Kinetic has -dmg
Martial arts has one attack with a -fly -spd and -def in one attack no -resistance proc allowed
Spines -spd -recharge
Elec -end
Secondaries
DA = COF -tohit
Elec = -end Damage aura and Power sink
Shield = -dmg in AAO
WP = -tohit in RTTC
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
It feels like with the DM changes that improved the DPS of the set, people forgot how good Touch of Fear is. It fears a badguy (a pseudo hold), decreases their tohit by 15% (stackable) and recharges very quickly so you can apply it many times to a target, or spread it around to control 3-4 baddies at once. It's more of a low level solo trick then something you'd use at level 50, but its plenty powerful.
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Dark Melee/Electric Armor could be a potent debuffer.
ToHit debuffs from Dark Melee (you can slot 4 Kinetic Combat and 2 Siphon Insight and still deal decent damage while getting better debuffage)
Touch of Fear will take Siphon Insight, which 5 of will give the same defense bonus as 4 Kinetic Combat (bonus: The whole set is less expensive than ONE Kinetic Combat)
Electric can do some decent -end.
Has potential to be a very powerful character in general, with some decent debuffs as well.
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. |
Really depends on what you want to debuff. A Scrapper isn't going to debuff across a variety of attributes, like a Rad/ def - -res, -def, -tohit, etc ... but certain combos will do really well. I felt like my DM/DA was pretty solid back in the day at -tohit, particularly stacking ToF/CoF/attacks. It made a meaningful impact, but post CoF nerfage, possibly not so much.
Love the potential in an AoE focused Katana build to debuff def and res, with various procs.
-HP is a debuff. Dead things don't hurt you.
But seriously, either kin or dark would probably your best bet. -Defense is a terrible attribute to have in a power that requires a tohit check. You also can't do enough -end and -recovery on your own to make a difference, so I'd shy away from that. |
I was just wondering which powerset combo would produce the most debuffing scrapper.
I think this could be good to work with from a concept standpoint, as well as being useful to survivability for both the player and team. Someone who was sort of a negator of power, things like -tohit, -defense, -end, -dmg etc.
Any thoughts?