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Posted

Hey all, I've never really dabbled in set IO's before so I figured it was about time to change that. Being my first attempt I realized it would be much safer to figure it out in Mid's before doing any respeccing. But I'm not sure if my maiden voyage into this vast expanse of customized power and enhancement choices is up to snuff. I'd rather not spend a large chunk of influence to feel like I did it all wrong so I beseach you all to critique this potential build and provide constructive feedback, as I'm sure I've made many mistakes that more experienced players have learned to avoid. Any questions you might have I shall endeavor to answer as quickly and completely as possible. Thank you in advance.

Hero Plan by Mids' Hero Designer 1.92
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Syphon Rose: Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(11)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Maneuvers -- DefBuff-I(A), DefBuff-I(40)
Level 10: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
Level 12: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25), RechRdx-I(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(46)
Level 16: Agile -- GftotA-Run+(A), GftotA-Def(27), DefBuff-I(43)
Level 18: Practiced Brawler -- RechRdx-I(A), EndRdx-I(29)
Level 20: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Acc/Rchg(31), Sciroc-Dam%(33)
Level 22: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(33), DefBuff-I(43)
Level 24: Quickness -- Run-I(A)
Level 26: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(36)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(42)
Level 30: Aid Other -- Heal-I(A)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), Mrcl-Rcvry+(45), Mrcl-Heal(45), Heal-I(46), EndMod-I(46)
Level 47: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
Level 49: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Heal-I(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(43)
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 5% Defense(Smashing)
  • 5% Defense(Lethal)
  • 3.75% Defense(Fire)
  • 3.75% Defense(Cold)
  • 5.625% Defense(Energy)
  • 5.625% Defense(Negative)
  • 6.875% Defense(Psionic)
  • 10% Defense(Melee)
  • 11.25% Defense(Ranged)
  • 7.5% Defense(AoE)
  • 9% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 180.71 HP (13.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 15.4%
  • MezResist(Immobilize) 12.1%
  • 7% (0.117 End/sec) Recovery
  • 86% (4.808 HP/sec) Regeneration
  • 3.125% Resistance(Negative)
  • 17.5% RunSpeed



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Posted

Quick fix - slotting five Ruin into Focused Burst will softcap you to AoE as well.

Otherwise, it doesn't look too bad.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Guess I'll throw a couple questions back. What budget or other constraints are there? What do you expect to be able to do with the build ... task force running at +0 with a team, solo work and if so at what sort of settings(+0/x1 vs +4/x8)? AVs, Pylons, and other silly scrapper tricks? Strong while exemplared and if so to what level? All of these things?


 

Posted

I hadn't thought about some of those. Let's see. I've primarily ran solo/small group of friends but lately I started getting into more large group stuff. Hami/mothership raids, weekly strike targets and random task forces. For the most part I've noticed that at least on my scrapper I have a hard time keeping up contribution wise. I do plan on continuing to do regular task forces and raids, and not feel like a gimp being carried along for the ride. That may be a bit of an exaggeration on my part, perception doesn't equate facts. Anyway I still plan on doing solo content but I haven't played around too much with the difficulty settings. I would like to be able to go toe to toe with an AV, and some of the other silly scrapper tricks. Yes, to a degree I'd say all of these things are goals I would strive to achieve. Budget wise I don't think I could afford a single set of purples. And I know the proposed build I've made is a bit more expensive than I can currently afford. But with alignment merits, regular raiding and task forces I don't expect that it would take too long to get.


And thanks for the Ruin suggestion, didn't really look at it since the set capped out at 40.


 

Posted

Things I'd look to improve would be:

Improving my "last hit chance". Outside of running Focused Accuracy 24-7 the builds last hit chance is going to be, to my mind, significantly shy of 95% particularly when the To Hit buff from Power Siphon isn't available. Running Focused Accuracy means first obviously it has to be available ... while ex'd below 42nd that won't be the case. Second it's a massive stress on ones end bar. As is this build would have significant end problems without teammate support or plenty of blues available in any thing resembling a longer fight, particularly as the relative level and rank of the foes increases while trying to run FA.

Which leads to the next thing I'd work on, Endurance management.

If I take FA I'd want it to be as situational (as in primarily a Mule for the GSFC set) as possible to avoid stressing my endurance. All the above means increasing global Accuracy and To Hit. Quickest way in this build to do that is find a way to add a 4th slot with LotG slotted to FF, FS, and Evasion (+27% to Acc) and then add a Kismet +6% somewhere (+6% To Hit). Merits and Hero Merits should mean that finding a way to get the slots for this is the hardest part.

So where to get those 4 slots? 1 is freed up in Focused Burst (Ruin has 85%+ damage at 5 slots), Conserve Power could lose 2 >>> we are aiming to make this power situational as well. Elude is utterly optional (it's reduced to primarily a +Run Spd tool once you are soft capped) and at minimum you can get another slot here. Personally I'd either drop Elude altogether or at least put some nice IO in it that doesn't require Elude to be active to function.

As an aside, for exemplar work, 4 slotting those LotG sets with level 25's vs level 50's sacrifices about +1% to their defense values and makes the set bonuses available as low as level 22 rather than 47. How important this is obviously depends a great deal on how often and how low you tend to exemp.

If I could fit in Tough I would. Tough even if only a mule allows you to place a Steadfast resist/+3% defense to your build. For me this is as much about how and where I get the bonuses to soft cap as anything. Adding +3% (all) means I can slot up to 3 attacks without needing to 6 slot for the +defense found there (such as in Mako's or Touch of Death). In turn this means I can use those powers to add different set bonuses to the build. Typically, for me on my SRs this means +max health while boosting the enhancement values within the power. Or in this build it's one slot doing the same thing as FA as a mule with 6 slots does as far as +defense. That's 5 slots I can use elsewhere potentially (like perhaps some in Tough so I can actually use and run it).

6 slot Health before 6 slotting Physical Perfection. The Heal uniques require the power to be active. In Physical Perfection they'll only be boosting +recovery and +regen at level 39+ (assuming one is exemplar). In Health they will always be effecting your build barring certain Ouroboros settings for badge work.

Enough rambling for now. Hope that helps with ideas some.


 

Posted

Yes it does, that gives me quite a bit to think about. Thank you.