Build Considerations
I've been working on a build this morning, and yeah, BF -> AV is really, really easy to get for /SR and /Elec.
Speaking of a build, I think this one is ready for posting. I'd appreciate any advice!
I've tried to keep costs down, and the LotG +recs can be replaced with other pieces with minimal harm. I've slotted mostly level 31 IOs for exemplaring down to 28 (what? I really like the Moonfire TF :P), and I took Confront because I like the animation. My health slotting seems a bit excessive to me. Finally, I'm not sure how useful Elude will be. I like the idea of hitting Elude and Conserve power to quickly get back into action after a rez, but that still requires dying.
So, what'cha think?
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def(7), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(9)
Level 2: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dam%(13), LdyGrey-%Dam(13), Achilles-ResDeb%(15)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), T'Death-Dam%(29), GSFC-Build%(31)
Level 10: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(36), DefBuff-I(36)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Dam%(37), C'ngImp-Acc/Dmg/EndRdx(37), ExStrk-Dam%(39)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Run+(40)
Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42), Erad-%Dam(42)
Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(45)
Level 32: Assault -- EndRdx-I(A)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
Level 47: Elude -- RechRdx-I(A)
Level 49: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(15), Mrcl-Rcvry+(17), Numna-Heal/EndRdx(17), Numna-Heal(19), Numna-Regen/Rcvry+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
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's doesn't make things plural.
My bad, it's 64%, not 68%.
But you're not right about it being just lvl 50 Praetorian DE. It's all DE. |
Can you substantiate this claim somehow? Please don't take it personally, but we see a LOT of offhand misinformation tossed out on the forums, and I'd like to pin this down one way or the other.
Is it possible that you've been hit a lot because of quartz emanators and misinterpreted the cause?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
And the non-Praetorian DE have been missing me all these years because they LIKE me?
Can you substantiate this claim somehow? Please don't take it personally, but we see a LOT of offhand misinformation tossed out on the forums, and I'd like to pin this down one way or the other. Is it possible that you've been hit a lot because of quartz emanators and misinterpreted the cause? |
Again...
This is just a regular hero tip mission with your everyday DE.
Duo MoITF - 26:06 | Duo MoKahn - 25:50 | Duo MoLGTF - 29:34 |
I've heard DEs in tips have higher tohit. It used to be that DEs at level 50 were level 49 rocky dudes and nothing else, because the faction capped at level 43 or something, so maybe they created "new" identical DEs for tips recently and threw higher tohit on them.
Anyway, I went and checked on my widow right after reading Sailboat's post, exemplaring her to level 35 and taking on level 35 Razorvines, Bedrocks, Deathspores and Quartz. With 42.2% def to melee, they're getting a 7.77% chance to hit, and with 39.7% def to range, they're getting a 10.3% chance to hit. Seems to be standard tohit to me.
I've heard DEs in tips have higher tohit. It used to be that DEs at level 50 were level 49 rocky dudes and nothing else, because the faction capped at level 43 or something, so maybe they created "new" identical DEs for tips recently and threw higher tohit on them.
|
In that case, it's not all DE that have 64% tohit, but it's at least misleading when it comes to working out a lvl 50 IO set build to state 145% is another important defense mark for you, since for many the DE in tips are the vast majority of DE they face altogether at lvl 50.
So, going back to where this started...
45%: This will protect you against almost all enemies that are less than +6 to you.
59%: This will protect you against Praetorian/level 50 DE, Battle Maiden in the Apex TF, and probably a few others. 70%: This will protect you against summoned pets. 145% (attainable by a Katana/SR scrapper in Elude, and probably nobody else): This will protect you against Devouring Earth buffed by a Quartz Emanator. |
PS: Perhaps a nuance before people start interpreting all of this wrongly.
The whole reason I thought you were wrong on DE ToHit is the fact I've checked it myself before because I got hit at the least to say annoyingly often on my just softcapped toons and verified it was indeed higher ToHit that was causing it. Logically I came to that conclusion because the DE I get in my tips are all the DE I ever see. Low levels ones maybe every once in a long while, but they don't come bug me trying to get those hero merits every day and I know I'm far from alone in that.
In that light I think it may have a negative effect if you choose to point out the ToHit of one group, referring to them by name, while there are most likely two completely different groups with very different ToHit sharing the same name and, additionally, they are also both commonly encountered.
Duo MoITF - 26:06 | Duo MoKahn - 25:50 | Duo MoLGTF - 29:34 |
Keep in mind when looking at accuracy, you get a nice tohit buff from blinding feignt and you're talking about double or triple stacking it... plus abaiting strike does a defense debuff on your target. Both those attacks require a hit check to begin to function, so it doesn't help you on that first hit against a high defensed target, but once you land a few hits you're gold... you can usually (not always) select a non-defended target to get your buffs going at the beginning of a fight.
Also, I didn't notice anyone mention hitpoints. When building for survivability on a /SR scrapper, I'd recommend getting as many hp as possible as the 2nd best thing next important thing after being soft capped on defense. My DB/SR has 1937hp. I wouldn't say he NEVER dies... but I do a lot of really stupid stuff frequently on that toon and it works out quite well.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
What sort of regen numbers should I be happy with? I've seen ~20/s mentioned a couple of times elsewhere in the forum.
's doesn't make things plural.
My Fire/SR brute 1583 health, passive regen just under 14 hp/sec, defenses soft capped.
My Claws/SR scrapper 1977 health, passive regen about 28 hp/sec, soft capped.
On the brute I need to pay attention if soloing +2/x8 Rikti or I definitely risk face planting. If I get hurt I'm hurt till I kill them all or use a green.
The scrapper can dive into the same mobs with me paying virtually no attention to how much aggro I draw from the rest of the room and fully expect to shred them all. If I get hit, *shrug* who cares I'll likely regen it before the next hit (only slight hyperbole). The difference between the two is night and day as far as survivability.
Here's something I wish I had noticed earlier - Performance Shifter procs aren't accounted for in the Recovery total on Mid's.
's doesn't make things plural.
I've also teamed with some DB/SR characters that commented on my DB/WP's [old] need to have to "fill" with the Sweep combo when they didn't have to, though I'm not sure quite how much recharge they had at the time.
[5 LotGs and a Spiritual Alpha slot later, when I run BF -> AV I sometimes joke that my DB/WP is now "impersonating an SR scrapper -- but with a LOT more regen!" But that level of recharge on DB/SR seems fairly doable, and with Quickness on top of it I'm curious as to what chains would be available.]
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04