DM/INV build questions


Blue_Centurion

 

Posted

Hey all,

Looking for some advice on a Dark Melee/Invunlnerability build I have been working on.

The idea behind the build is to make something that is afforadble but will also be usable in end game content. As I am only lvl 40 right now I figured I had some time to tweak a final build.

My main influences have been the builds Succubus Kali and De-Light. I have also gotten a few ideas here and there from Smiling Joe's Scrappers Guide to darke Melee, which I would like to mention is a fantastic read for those that haven't already read it.

Some things about where I was going with my build:

One, I really wanted a travel power. Succubus and De-Light did not seem to have any. Don't know if I am missing some hidden travel power there or something; nontheless I added in fly because I find it to be fun. And hey, why shouldn't I get to enjoy myself while playing?

Two, as stated before I wanted the build to be afforadble. Though I have kept some expensive pieces in there I attempted to keep them to a minimum. For example, Luck of the Gambler: Recharge speed seems to be a necessity. When trying to have perma hasten, dull pain, and sould drain, dropping in 5 LotG seemed invaluable. Plus, I have heard you can get these fairly easily with hero merits, dont know if that is true or not. But that being said I tried to avoid entire sets like Panacea, or Ragnarok.

Three, the way I have imagained playing this build is to have perma hasten and dull pain. Then attack starting with soul drain and then midnight grasp, siphon life, fire ball, and fire blast as main attacks. Could also use Smite but seems like these four moves would do more damage and could be used alternatly without the need for a fifth attack. Does this sound reasonable? Or is smite something I should really try to use insead of one of the other stated moves?

Also, going back to enhancements. Both builds I looked at used Aegis in nearly all available defence slots. I substituted a few of these with Impervium Armor. Though I lost some fire, cold, and AoE defence, I gained some Psionic Def and resistance. Again don't know if this is a better decision. Perhaps guys at the end of the game don't use psionic attacks and therefore the resistance and defence to them are unimportant. If so please let me know.

Well that being said here is my build. Any advice in how to maximize my survivablilty and damage output, while keeping costs low would be much appriciated. Thank you, and sorry for any spelling/gramatical errors. Typed this out on my phone, comp is currently broken :P


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Posted

Smite does more than Fire Blast (mids has it wrong last I checked if you're going by Mids, but also still, Smite does better damage).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

You don't need perma Hasten in order to have perma Dull Pain.

You can get perma Dull Pain with 3 slotted Hasten and 55% global recharge, so if that was a concern of yours you can make the build a little cheaper that way.


Quote:
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.

 

Posted

Do you currently have the PvP uniques?
If you do, I suppose you can use them.
If you were planning to buy them for the build, I would suggest NOT to and instead spend the 4-5 billion saved and improve the build more.

I myself do not find Psi Defense that important. There does not seem to be enough psi damage to warrant high defense. Yes, you run into the occasional seer and fortunata. Chances are you will be able to defeat them before they defeat you.

This build - I took yours and made improvements to it, along with removing the PvP uniques and using gained influence to fix the build. Of course, close to all of this new build can be bought with Hero Merits.

The Merits are easy to come by. You just run 5 hero/villain tip missions a day on -1x1, run to objective - complete them and leave. When you get a hero/villain morality .. you do the same here - speed it. Then you have a merit. Most good items are 2 Alignment merits (LOTG+Rech, uniques).

The "cheaper" build - Feel free to switch Jumping to Flight. I like Jumping because it costs less endurance :3

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@War-Nugget
Quote:
Originally Posted by Wavicle View Post
CoH players are stupid and incompetent compared to WoW players.
As was said in Gran Torino, "Your world is nothing more than all the tiny things you've left behind", let CoH be one of those things. Don't forget, forgive.

 

Posted

Thank you all for your advice.

BrandX: Thank you, I didn't know there was an issue with Mids' calculation with smite. This is good to know.

Clawsandeffect: My main concern was to have perma hasten, for a constant recharge bonus. Seemd like a good idea, let me know if this may not be worth the effort. A secondary bonus to perma hasten would be to have dull pain rechage as fast as possible. My thought was that the more often I can use dull pain the more often I get to heal myself. Thus hopefully negating some of my lower defence and resistance do to my cheaper build.

War-Nugget: Didn't realize those pvp enhancements were still on there :P Left over from one of the builds I used as a frame work. I'll have to tweak some things to get rid of those. Also, thank you for the information on pscionic defence and hero merits. Knowing that can save me some money. I'll also need to peruse your build once my computer is up and running again.

With this information I'll have to go back and make some changes. Thank you very much everyone. This has been very helpful.

And as always, any other input would be appreicated.


 

Posted

Quote:
Originally Posted by OmarVasquez View Post
My main concern was to have perma hasten, for a constant recharge bonus. Seemd like a good idea, let me know if this may not be worth the effort. A secondary bonus to perma hasten would be to have dull pain rechage as fast as possible. My thought was that the more often I can use dull pain the more often I get to heal myself. Thus hopefully negating some of my lower defence and resistance do to my cheaper build.
Perma Hasten IS nice, and is a reasonable goal if you can afford to work it in. I'd love to have perma Hasten on a Dark/Invuln, though I'd probably settle for slightly under it. But we've seen people in the past argue that perma Hasten is necessary before you can get Dull Pain permanent. I suspect he was simply trying to address that point in case there was any confusion.


"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

 

Posted

Werner: Thank you for the clairification. I missed that with ClawsandEffect's post.

Here is my new build. I took War-Nugget's changes and adjusted things just a bit more. I have made fly my travel power. And I have also taken out shadow maul and added in resist elements. I don't care for the 3 second cast time or the cone damage it does. Again, don't know if this is a bread and butter move that I should keep, or if it is a fine move to scrap for something else.

Also, I have adjusted a few enhancements to add in some psionic defence. I understand that I can get away without putting this in, however I figured I didnt lose much by adding it. And I feel it makes a more defencively rounded character.

Thanks again for everyone's imput.

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Posted

This is my DM/INV named End Game.
This is not a cheap build but you will never be disappointed with it.

A couple of things you could do to make it just a smidge more effective is to swap the Cytos in Invincible with Enzymes and swap out both the Galdiator's strikes in Midnight Grasp with the A/E/R and the Quad. But this is how I run End Game and maybe on my next 2 billion I will put the finishing touches on him.

The highlight for him, IMO, is that you are over 45% S/L with any enemy in range and over 56% fully saturated. I have tried him at 49% with one in range but the slotting trade off wasn't as good and he is tough enough against most anything as is.

You might notice that i have the Kinetic Combat Knockdown bonus instead of the D/E/R in boxing and brawl. That is purely just for my amusement. Sometimes I just grab a goon and slap him around on the ground for a while. I carry the D/E/R in my inventory and now use unslotters to change as needed.

My slotting of Dull Pain and Siphon Life are both not typical but they are done that way for Survivability reasons and I like it the way it is.

Overall I can do all the things people usually talk about: I can tank Lord Recluse on the STF (before Incarnates). I can take down the Rikti pylon in about 7-8 minutes without incarnates or Soul Drain fodder (not spectacular but I'm a DM; I am happy). I can solo the ITF.

If you like the idea of being very surviveable and useful in just about any situation, you will like this toon if you build it.

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End Game- LVL 50 Scrapper-DM/INV
Ripjak- LVL 50 Defender-Rad/Rad
Extruder- LVL 50 Scrapper-DM/REG
Juicie- LVL 50 Blaster-ELEC/ELEC
Mind Sync- LVL 50 Controller-MIND/FF

 

Posted

I've had my 50 DM/INV on the shelf for over 5 years and would love to get him back in game for the end game.

Heres my attempt, it's a copy with some changes.

Some questions:

* Is Stealth worth getting for Defense? (I have it for theme)
* Is Touch of Fear worth getting?
* Is there a way to free up some slots from Brawl?
* I two slotted Resist Energies/Elements and Temp Invuln with more Resistance, are those slots better spent elsewhere?
* Changed over to Soul epic for Fast Dark Blast and Shadow Meld (poping Shadow Meld right before Unstoppable crashes)
* I am guessing it will take a lot more $$$ to get above 46% recharge, I think I am ok without perma-haste as I don't like the 25 end crash.

Incarnate:
* Incarnate Alpha - Cardiac for Endurance (lots of toggles here) and +20% reistance.
* Incarnate Interface - Diamagnetic (more -to hit defbuffs)
* Incarnate Destiny - Barrier (more shields the better)

Many thanks guys =)



Hero Plan by Mids' Hero Designer 1.942
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Pine - Cheaper build: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Smite

  • (A) Crushing Impact - Accuracy/Damage
  • (3) Crushing Impact - Damage/Endurance/Recharge
  • (3) Crushing Impact - Damage/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Endurance
Level 1: Resist Physical Damage
  • (A) Aegis - Resistance/Endurance
  • (7) Aegis - Psionic/Status Resistance
  • (7) Aegis - Resistance
Level 2: Shadow Maul
  • (A) Eradication - Damage/Recharge
  • (9) Eradication - Accuracy/Damage/Recharge
  • (9) Eradication - Damage
  • (23) Eradication - Accuracy/Recharge
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (11) Doctored Wounds - Heal/Recharge
  • (11) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Heal
  • (13) Doctored Wounds - Recharge
Level 6: Temp Invulnerability
  • (A) Aegis - Resistance/Endurance
  • (15) Aegis - Resistance/Endurance/Recharge
  • (15) Aegis - Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (50) Resist Damage IO
Level 8: Siphon Life
  • (A) Kinetic Combat - Accuracy/Damage
  • (17) Kinetic Combat - Damage/Endurance
  • (17) Kinetic Combat - Damage/Recharge
  • (19) Kinetic Combat - Damage/Endurance/Recharge
  • (19) Numina's Convalescence - Heal/Endurance/Recharge
  • (21) Numina's Convalescence - Heal
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
Level 12: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
Level 14: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Unyielding
  • (A) Aegis - Resistance/Endurance
  • (27) Aegis - Resistance/Endurance/Recharge
  • (27) Aegis - Resistance
Level 18: Dark Consumption
  • (A) Eradication - Damage/Recharge
  • (29) Eradication - Accuracy/Damage/Recharge
  • (29) Eradication - Accuracy/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 20: Tough
  • (A) Aegis - Resistance/Endurance
  • (31) Aegis - Resistance/Endurance/Recharge
  • (31) Aegis - Resistance
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense/Endurance
  • (33) HamiO:Enzyme Exposure
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense/Endurance
  • (34) HamiO:Enzyme Exposure
Level 26: Soul Drain
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (34) Eradication - Damage/Recharge
  • (34) Eradication - Accuracy/Damage/Recharge
  • (36) Cleaving Blow - Damage/Endurance
  • (36) Cleaving Blow - Damage/Recharge
  • (36) Cleaving Blow - Accuracy/Recharge
Level 28: Invincibility
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance
  • (37) HamiO:Enzyme Exposure
  • (37) Rectified Reticle - To Hit Buff
  • (39) Rectified Reticle - Increased Perception
Level 30: Stealth
  • (A) Defense Buff IO
  • (50) Endurance Reduction IO
Level 32: Midnight Grasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (40) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 35: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Resist Energies
  • (A) Resist Damage IO
  • (45) Resist Damage IO
Level 41: Dark Blast
  • (A) Decimation - Accuracy/Damage
  • (42) Decimation - Damage/Endurance
  • (42) Decimation - Damage/Recharge
  • (42) Decimation - Accuracy/Endurance/Recharge
  • (43) Decimation - Accuracy/Damage/Recharge
Level 44: Shadow Meld
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 47: Unstoppable
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Resist Elements
  • (A) Resist Damage IO
  • (50) Resist Damage IO
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Knockdown Bonus
  • (45) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Miracle - +Recovery
  • (46) Regenerative Tissue - +Regeneration
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (48) Performance Shifter - EndMod/Recharge
  • (48) Performance Shifter - Chance for +End
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 11.4% Defense(Melee)
  • 19.9% Defense(Smashing)
  • 19.9% Defense(Lethal)
  • 15.5% Defense(Fire)
  • 15.5% Defense(Cold)
  • 13.6% Defense(Energy)
  • 13.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 8.31% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 7.65% Max End
  • 4% Enhancement(Heal)
  • 7% Enhancement(Accuracy)
  • 46.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 165.7 HP (12.4%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 19.3%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 1% (0.02 End/sec) Recovery
  • 42% (2.34 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 25% RunSpeed


 

Posted

This is what I have been running for a bit now. She is probably my favorite toon, as she is pretty much a walking slaughterhouse.

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Posted

Some general observations about the DM/Invuln combo:

1.) Dull Pain - This is an HP buff, not a heal. Having it a little better than perma is good so that slows don't make it have downtime.

2.) Siphon Life - This is your heal. Either this, or green insp.

3.) Perma Hasten - Not needed. Sometimes useful, but not needed. All you need is a full attack chain and perma dull pain. I've had builds on my /Invuln that did perfectly fine without even having hasten.

4.) Unstoppable - Not worth it. For Tanks, this might be needed to cap their resists and save the team. They'll survive the crash because the team will save them. In my experience, if the Scrapper needs to turn this power on, the fight is lost already anyway.

5.) Shadow Meld - I could see how it might have been useful with Unstoppable in the build. However, you should be aiming to soft-cap your s/l defense anyway. So even then the benefits would be negligible. Without Unstoppable, Shadow Meld is a waste of a power slot.

6.) Hibernate - If you want a T9 armor power because you have an aversion to xp debt, this is the patron power for you. I had it until recently and dumped it to pursue a new concept for my main. But it really is a spectacular power to have. I almost never died when I had it.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

Quote:
Originally Posted by Vauluur View Post
1.) Dull Pain - This is an HP buff, not a heal. Having it a little better than perma is good so that slows don't make it have downtime.
The buff is more important, but the heal IS still worthwhile. So don't just click Dull Pain every time it comes up. Wait until you're hurt. Then you have the buff AND you're at full hit points.


"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

 

Posted

Quote:
Originally Posted by Werner View Post
The buff is more important, but the heal IS still worthwhile. So don't just click Dull Pain every time it comes up. Wait until you're hurt. Then you have the buff AND you're at full hit points.
This for certain. The extra HP it gives you is great for a bit more padding against spike damage and the added regen can help, however, dull pain is such a large heal it's smart to save it for when you can make really use all the components of it.

With siphon life as your primary heal, dull pain can sit back in your arsenal to cover you during a tough fight or through a particularly heavy hit. The less you have to use click heals the more useful they actually become in that they end up covering holes in your defenses rather than being your primary defense, if that makes sense.


 

Posted

Dull Pain is your armor against Psi in this build, IMO. That and a little careful watching of Ranged Def as you softcap S/L/E/N, etc...