Would like input on BS/DA scrapper build
It's an interesting alternative to a fully soft-capped build, but at low recharge like that, I doubt you're getting all that much extra damage for your ranged and AoE defense sacrifice. Dark Regeneration is making me sad. Oppressive Gloom might do more damage to you than it prevents since your melee defense is soft capped. You'll want to choose an alpha slot - I'm thinking Cardiac given your high endurance usage compared to recovery. Hit points are good, at least if you have or pick up the accolades. I don't like seeing Gaussian in Build Up, but I understand that slots are tight, and that it might be difficult to move the set to Tactics where it "belongs". Accuracy on Hack is lower than I'd want, which is to say lower than 95% against +4s. Moving the Gaussian set, if possible, would solve that. Let's see, you could drop the extra slot from Soul Transfer, put two recharges in Build Up, and the Gaussian set in Tactics. Build Up would recharge faster for more damage, you'd have a better chance to hit tough enemies, and your endurance usage would go down. Not that endurance usage is likely to matter if you get the Cardiac Core Paragon alpha boost. I really wouldn't want to make do with only mag 4 knockback protection, though I suppose it's good enough most of the time.
"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
Videos of Other Stupid Scrapper Tricks
Have fun with all those machine guns stripping away your melee defense.
That's one of the best points of Parry - countering defense debuffs, which Dark Armor doesn't resist at all. A few Council goons open up on you with machine guns and you can kiss your defense goodbye. And since you don't have Parry, it's going to stay gone.
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. |
Have fun with all those machine guns stripping away your melee defense.
That's one of the best points of Parry - countering defense debuffs, which Dark Armor doesn't resist at all. A few Council goons open up on you with machine guns and you can kiss your defense goodbye. And since you don't have Parry, it's going to stay gone. |
Somehow I managed to get him to 50 without parry and using a fairly poor build, so it's obviously not absolutely necessary.
I may still end up using Parry in the final build, but I'd rather avoid it. It only gives a defense bonus against melee and lethal - which of course is what you need against council, but they aren't the only opponents I plan on fighting.
It's an interesting alternative to a fully soft-capped build, but at low recharge like that, I doubt you're getting all that much extra damage for your ranged and AoE defense sacrifice. Dark Regeneration is making me sad. Oppressive Gloom might do more damage to you than it prevents since your melee defense is soft capped. You'll want to choose an alpha slot - I'm thinking Cardiac given your high endurance usage compared to recovery. Hit points are good, at least if you have or pick up the accolades. I don't like seeing Gaussian in Build Up, but I understand that slots are tight, and that it might be difficult to move the set to Tactics where it "belongs". Accuracy on Hack is lower than I'd want, which is to say lower than 95% against +4s. Moving the Gaussian set, if possible, would solve that. Let's see, you could drop the extra slot from Soul Transfer, put two recharges in Build Up, and the Gaussian set in Tactics. Build Up would recharge faster for more damage, you'd have a better chance to hit tough enemies, and your endurance usage would go down. Not that endurance usage is likely to matter if you get the Cardiac Core Paragon alpha boost. I really wouldn't want to make do with only mag 4 knockback protection, though I suppose it's good enough most of the time.
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My last few were a MA/SR scrapper, a DM/Shield Brute, and a DM/Stone brute, which are all a fair bit different than BS/DA.
Such useful and constructive input.
Somehow I managed to get him to 50 without parry and using a fairly poor build, so it's obviously not absolutely necessary. I may still end up using Parry in the final build, but I'd rather avoid it. It only gives a defense bonus against melee and lethal - which of course is what you need against council, but they aren't the only opponents I plan on fighting. |
One main purpose of Parry is that you use it instead of defense bonuses to cover your melee defense. That frees up room to get more ranged and AoE defense bonuses. There's plenty of ranged and AoE damage in the game, even if I agree that melee is the majority of what you'll face as a Scrapper. Also, your smashing/lethal defense is better than your ranged and AoE, and those are the most common damage types, so you're really not BAD against many ranged and AoE attacks, just not as good as you could be.
With a high end Sword/Dark, defense debuffs are your main weakness, so handling them in some way (such as by stacking Parry to the moon) is useful. Not absolutely necessary, but useful. But not every enemy is using melee or lethal attacks, even if many of the defense debuffs in the game are melee or lethal. And as you said, you can use purples, so you've obviously thought about how to handle this weakness. You'll burn them quickly against heavy defense debuffing foes, but then inspirations drop quickly as well. And against heavy defense debuffing foes, even a fully soft capped build with stacked Parry isn't going to hold for long. Parry is useful here, but probably not game changing the majority of the time.
So yes, you can skip it, but you'll be less survivable. Not squishy in any sense, just less survivable than you could have been. But then, that's the standard trade off that builds make, damage vs. survivability, and you chose a Scrapper instead of a Tanker. So you hopefully already understood that trade off.
I would say that if you were designing from a blank slate, preparing to level up a NEW Dark Armor Scrapper, that you wouldn't want to take Broad Sword unless you were taking Parry. Other sets can do quite a bit more damage (and/or have other perks) if you're forgoing the extra defense that Broad Sword offers. But since you're sitting at 50 and just want to IO out, Parry is just another trade off you can make.
"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
Videos of Other Stupid Scrapper Tricks
Such useful and constructive input.
Somehow I managed to get him to 50 without parry and using a fairly poor build, so it's obviously not absolutely necessary. I may still end up using Parry in the final build, but I'd rather avoid it. It only gives a defense bonus against melee and lethal - which of course is what you need against council, but they aren't the only opponents I plan on fighting. |
What I was getting at is: anything that debuffs defense will wreak havoc on all those set bonuses you've built up here, and if you don't have a couple purples you're going to completely lose the first layer of your mitigation.
Fortunately, Dark Armor has more than one layer, but if you suddenly find yourself going from being hit by 1 out of 20 attacks to being hit by 10 out of 20 (or more if they put you in the negative), it will suck in a big way. Especially if you're fighting higher level enemies.
Point of fact: A +4 boss can and will kill you in the span of time between activating Dark Regeneration and actually receiving the heal. I've had it happen numerous times over the course of playing my BS/DA.
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. |
Don't worry, I wasn't upset or anything.
I'm usually on TF/SF teams, and loaded up with buffs, but you still make a good point.
As a scrapper you always have the urge to go charge into a different spawn or just strike out on your own, so it's still a good idea for me to have Parry as an option when I need it.
(I used to solo a lot, most of this guys levels were gained solo, but have found that I prefer the craziness of PuG TF's. Sometimes it's a steamroller, sometimes you are laughing at how bad your team is. I just don't want to be the guy the others are laughing at. )
I'll take your advice, and redo the build. Probably work out a way to take out Slice and adjust the levels at which I take certain powers so I can take Parry instead.
I'm aiming for the attack chain mentioned here, assuming it's still feasible: http://boards.cityofheroes.com/showt...t=attack+chain
Sorry, I don't like this build.
I'll start by saying CoF is the better choice than OG on BS/DA build. This becomes even more so as you add on more defense buffs. BS attacks make it easier for CoF to hit. CoF hits make your defense more effective. But I'll leave this dead horse alone...for now.
Lots of wasted slots here. Stamina and Physical Perfection are way over slotted for bonuses that do little for your build. Combat Jumping, Cloak of Darkness, Manuevers and Weave are all over slotted. I can see over slotting a power for set bonuses you can use, but while +HP and Regen are nice to have, you've got far too many other gaps in the this build to spend these slots as such. That's a lot of slots in build up....
The endurance management on this build seems REALLY low to me. Even with a Cardiac Boost, you'll be at 3.46 Recovery - 2.02 end drain = 1.44 net EPS. That would be rather intolerable for me. I generally shoot for a minimum net EPS of 2.0.
I LOVE broadsword....but it is slow. You need lots more recharge than I see here.
Werner and Claw and Effect already explained the defense concerns. Actually, I think they are understating things. Against mobs with ranged energy attacks, this build would take a pounding.
I'm all for designing builds differently. IOs and now Alpha Slots give you a lot of options, but this build seems to make a lot of sacrifices with out any improvements over basic BS/DA build designs.
I don't even build for positional defense, but that would be preferable to what you have here. Building for S/L soft cap is not the same as Melee softcap. If you're gonna build for positions defense, which I don't recommend for Dark Armor, you need to get all three. On the other hand, building for S/L soft cap grants a great deal of overlap coverage.
I'm aiming for the attack chain mentioned here, assuming it's still feasible: http://boards.cityofheroes.com/showt...t=attack+chain
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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
Videos of Other Stupid Scrapper Tricks
For comparison purposes, here's what I consider an excellent-for-the-budget positional soft-capped Katana/Dark build by Ramia Angriffe with a few modifications by Iggy Kamakaze. There are, of course, many ways to build, so I'm very much not saying, "do this". I just wanted to put it out there to look at so you know the kind of thing that ClawsandEffect and I have in mind when we're talking about soft capping, and can also see the kinds of compromises involved. There are fewer compromises at much higher price points, of course. But I assume you're not looking for a ten billion influence uber build.
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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
Videos of Other Stupid Scrapper Tricks
For comparison purposes, here's what I consider an excellent-for-the-budget positional soft-capped Katana/Dark build by Ramia Angriffe with a few modifications by Iggy Kamakaze. There are, of course, many ways to build, so I'm very much not saying, "do this". I just wanted to put it out there to look at so you know the kind of thing that ClawsandEffect and I have in mind when we're talking about soft capping, and can also see the kinds of compromises involved. There are fewer compromises at much higher price points, of course. But I assume you're not looking for a ten billion influence uber build.
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I don't even build for positional defense, but that would be preferable to what you have here. Building for S/L soft cap is not the same as Melee softcap. If you're gonna build for positions defense, which I don't recommend for Dark Armor, you need to get all three. On the other hand, building for S/L soft cap grants a great deal of overlap coverage. |
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. |
Sword/Dark is the only Dark Armor combo I would ever build for positional defense. For pretty much every other combo available, you will get more out of slotting for typed defense.
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Now I did design my BS/DA for soft to typed defense (S/L + E/Ne), before applying Parry, but as Werner pointed out, such builds are not cheap.
I built for melee because...well basically because I'm only used to looking for positional defenses, due to my experiences with my /SR and /SD toons.
I did check the guides and looked for a few builds, but the guides for DA all seem to date from i9 and don't factor in IO sets, so they weren't much use, and I didn't find any decent builds from my brief search.
Thanks for posting the build Werner. I don't think I would have thought to do it that way. It's a very tight build.
I'm not sure I like having my Melee defense that low until I make my first attack, but it looks like it's the way to go if I want a DA toon that plays how I'm used to playing my scrappers - jump into a spawn and start swinging.
I'm not sure I like having my Melee defense that low until I make my first attack, but it looks like it's the way to go if I want a DA toon that plays how I'm used to playing my scrappers - jump into a spawn and start swinging.
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It's not necessarily THE way to go. It's just A way to go that's been... well, it's hard to call anything on Dark Armor popular... but I'd say the popular approach for Sword/Dark on the forums for the past year or so (probably meaning that a handful of people have actually done it).
Since you don't want to use Parry, and are I suspect only agreeing to it because we're beating it into you, how about a smashing/lethal soft cap build like Desmodos would likely prefer? Believe me, Desmodos knows Dark Armor and wouldn't steer you wrong. It's a legitimate alternative, and I suspect would allow you to make fewer compromises - skip Parry or just use it as defensive back up when debuffed, better accuracy, better damage, better recharge, better Dark Regeneration slotting, pick up Cloak of Fear, those sorts of things. Consider it a more well-rounded build with high survivability instead of a more specialized build with higher survivability. You didn't choose a Tanker, and don't have to build your Scrapper like one. You just need good enough survivability, and a smashing/lethal soft-capped Dark Armor will certainly more than meet that minimum criteria most of the time. I don't have a build to share as an example, unfortunately, and don't guarantee that the compromises will be reduced, but I suspect they will. It's at least worth poking at.
"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
Videos of Other Stupid Scrapper Tricks
I don't have a build to share as an example, unfortunately, and don't guarantee that the compromises will be reduced, but I suspect they will. It's at least worth poking at.
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Things to note about this build:
It falls just short of soft cap to S/L E/Ne in exchange for getting very near to soft cap to those main damage types. The build could be tweaked to obtain S/L soft cap at the expense of E/Ne but I'm not convinced that is the way to go.
This build has Parry, but does not factor in Parry's buff for defense values. Parry is needed for a single attack in which to slot Kinetic Combat. I still consider Parry very valuable to the build as it can create a substantial buffer against mobs that dispense -defense.
The endurance management of this build assumes possession of +end accolades and a Cardiac alpha slot.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Desnocta Blades I19 A: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(9), GA-3defTpProc(11)
Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(11), Erad-%Dam(13), M'Strk-Acc/Dmg(13), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(17), Erad-Acc/Dmg/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(21)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23)
Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(31)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(31), Theft-+End%(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Numna-Heal/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
Level 18: Whirling Sword -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(34), M'Strk-Acc/Dmg(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(36)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(37), HO:Enzym(37)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 24: Boxing -- Empty(A)
Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 28: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(40), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), Abys-Acc/EndRdx(42)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 32: Weave -- LkGmblr-Rchg+(A), HO:Enzym(45)
Level 35: Head Splitter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(45), Erad-Acc/Dmg/Rchg(45), C'ngBlow-Acc/Dmg(46), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(50), Thundr-Dmg/EndRdx(50)
Level 50: Cardiac Boost
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
Level 4: Ninja Run
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Yeah, in and of itself, the Gladiator's Armor keeps it from being called a budget build, though I'm going to guess that mine cost several times as much as yours, so there are definitely degrees of sticker shock.
On a budget, you might give up maybe 10% energy/negative, but basically keep most of the rest. That's my guess, anyway, without actually poking at it.
I'm going to guess that in many situations, the to hit debuff from Cloak of Fear gets you functionally comfortably over the soft cap. Your melee and ranged defense are at least decent, covering a lot of the other damage types better than their own typed defense.
I expected you to slot fear in Cloak of Fear instead of -to hit. I assume that was a compromise to get the defense bonus?
"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
Videos of Other Stupid Scrapper Tricks
Yeah, in and of itself, the Gladiator's Armor keeps it from being called a budget build, though I'm going to guess that mine cost several times as much as yours, so there are definitely degrees of sticker shock.
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I expected you to slot fear in Cloak of Fear instead of -to hit. I assume that was a compromise to get the defense bonus?
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Nightmare for E/Ne defense. One of the additional benefits of Cardiac Alpha slotting is Cardiac Radial Paragon grants Damage Resistance, and Fear Duration. This makes up for some of the lost fear duration for Siphon Insight slotting.
I'm not sure I like having my Melee defense that low until I make my first attack.
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It is trivial to land that first attack before anything in the spawn has a chance to attack you, especially if you're running Cloak of Darkness. More often than not, the spawn won't even know you're there until that first tick from Death Shroud gets their attention, giving you plenty of time to land that first Parry.
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. |
I'm dusting off an old Broadsword/Dark Armor scrapper of mine that I'd retired. I had no idea how to slot a high level scrapper at the time, and never made him that durable.
Now I want to respec him and IO him out properly. This is my first pass with Mids.
Note: I'm deliberately not using Parry, as I want him to have a high damage attack chain as his standard. I plan on using purple inspirations to counter defense debuff opponents. I mainly to Task Forces and solo stuff like Tip's or Badge missions.
I have two Absolute Amazements in his Soul Transfer power because I happen to have those IO's that aren't being used.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Blade Revenant: Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam(13)
Level 2: Death Shroud -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(3), Oblit-Dmg(7), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(42)
Level 4: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 6: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam(13)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 10: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResDam/EndRdx(31)
Level 12: Super Jump -- ULeap-Stlth(A)
Level 14: Build Up -- GSFC-Build%(A), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 16: Dark Regeneration -- Nictus-Heal(A), Nictus-%Dam(17), Nictus-Heal/HP/Regen/Rchg(39)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(25)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(46)
Level 26: Disembowel -- 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%(31)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 32: Head Splitter -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
Level 35: Oppressive Gloom -- RzDz-Acc/EndRdx(A), RzDz-EndRdx/Stun(43), RzDz-Acc/Stun/Rchg(48), RzDz-Stun/Rng(48), RzDz-Immob%(50)
Level 38: Soul Transfer -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Tactics -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(40)