KM/SD looking for builds/advice


EJI

 

Posted

Never built for positional always for typed, so a few builds to sort of draft off of would be nice.


clearly recharge is important for KM so i'm taking hasten and will prioritize recharge as much as i can without losing too much survivability.

My previous scrappy is a KAT/WP and is quite hardy, but the lethal resistance makes his damage feel.... lower then people tell me it is, even with his ideal chain (SD,GDF,GC)

Thanks in advance.


 

Posted

hmm well everyones probably busy playing with new things. =-0

heres a tenative build i through together, it has 49.4 melee 46.5 ranged 45.6 aoe with all toggles up. 1.05 end usage to 3.03 rec (not sure if that's... good from what i've read about km being end hungry)

137.5 haste with hasten.

Not sure what incarnates to go after yet, but i figure anything that adds haste is priority. im not still not really sure if it's any good. (with burst/charge/FB i would have 3 AOES, so i could lose FB if someone sees a better pool synergy, but body seems crappy apart from perfection. (2 crap powers for one auto.. meh.)

-edit changed a few things--
Still uncertain about the APP/EPP Fire blast useful? or melt armor? (figured fireblast over focused burst based on DPA.) wish i could fit more +recharge in somewhere, but i can't afford purple sets.

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Posted

lol no takers, must be an odd combo!

alternate build using elec instead of fire, loses .4 AOE def and 10% regen as well as Grant Cover, gains 3% dam, 6.25 recharge, mu guardian pet in place of "grant cover"

(49.3/46.1/45.2 mel/rang/aoe)

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Posted

no one? *watches a tumbleweed roll by*


 

Posted

Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Body Blow -- 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/EndRdx(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(17), HO:Enzym(19)
Level 2: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(23)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(21), HO:Enzym(21)
Level 6: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(11), AdjTgt-EndRdx/Rchg(11), AdjTgt-ToHit/EndRdx(13), AdjTgt-Rchg(13)
Level 8: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Mrcl-Heal/EndRdx/Rchg(31), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx(43), S'fstPrt-ResDam/Def+(46)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(19)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(48)
Level 24: Boxing -- Empty(A)
Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29)
Level 28: Grant Cover -- EndRdx-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(46)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(43)
Level 41: Mu Bolts -- Decim-Build%(A), Decim-Acc/Dmg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Weave -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc(40)



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English isn't my birth language, so don't blame me if I do some mistakes. thank you !

 

Posted

wow someone finally posted! thanks!

I think the others question i have left are should i go with the FIRE ppp build (with grant cover, high damage aoe)

or the ELECTRIC ppp slightly lower AOE damage compare to fire and no grant cover, but has the ranged mu pet (does that make up the difference in damage between fire/elec) and 6.5 higher recharge bonus

and, does the need for recharge in this build require spiritual or should i keep go musculature for alpha? (i know musc adds to judgement+lore pets damage apparently so theres that..)

but of course faster attacks means better stacking of PS. Ahh and t4 spiritual also adds +33% to stun duration (which all my core attacks seem to have.)

think i answered my own question about the alpha. =-0 Hurrah for thinking out loud. ahem.


 

Posted

why do you want that summon pet ?
to be honnest, I didn't even noticed they had nerfed mu aoe damages ... it used to be higher than fireball ...
always go for musculature with a scrapper (er maybe not with dark armor...)

so I'd go for this:
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), HO:Enzym(7)
Level 2: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dam%(7), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(15), HO:Enzym(15)
Level 6: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(19), AdjTgt-Rchg(19)
Level 8: True Grit -- Mrcl-Rcvry+(A), S'fstPrt-ResDam/Def+(21), Mrcl-Heal(21), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-Heal/Rchg(23), Mrcl-Heal/EndRdx(25)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Combat Jumping -- Winter-ResSlow(A), HO:Enzym(33)
Level 24: Boxing -- Acc-I(A)
Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36), HO:Enzym(36)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(39)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dam%(33), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 38: One with the Shield -- ResDam-I(A)
Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Enzym(50), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(13)



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English isn't my birth language, so don't blame me if I do some mistakes. thank you !

 

Posted

Yeah if mid's values are correct Ball light shows 89.46 base while fireball shows 142.3.

I'm fairly sure that's not right so i checked "city of data"

Ball light there shows dmg of 1.020000 (64 damage base for scrapper)

to fireball being 1.140000 (71 base damage)

i assume that different becomes much more noticeable with a 5 slotted positron in it.

i'm going with fire for sure as the character is a hero, and i already have 2 redside lvl 50's and don't want to waste a week switching to redside for the MU after all.

Still not sure about musc vs spiritual for kinetic though, as the interaction with Power siphon means greater recharge= greater damage for how easily i can get to a 5 stacked PS. 5 on the stack means 100% greater damage so it probably averages out to 55-60% with permahasten (im 2 seconds away from permahasten with spiritual in this build):

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Posted

current iteration:

49.2 melee, 46.9 ranged 46 AOE def (57/54/53 with phalanx fighting maxed)
34.2 s/l res 18% for the rest (cept psi)
3.33 end rec to 1.08 usage - not certain if this is enough end rec when it's steaming along with hasten- so im unsure if i should go destiny ageless or rebirth (i have no heal.)
137.5 rech with spiritual and hasten (hasten is 4 seconds from perma this way, ensuring lots of power siphon uptime.)


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Posted

Hey there. You might like this.

Not the craziest thing in the world and does not have top end recharge (but could if you invest into it) but it boasts 52% defense to all positions, feels very surviveable, has no endurance issues, and includes the pyre mastery. I have played this build in trials and quite a bit and I think it does everything a KM/SD should.

My tip would be to go to Fire base Zulu and work on the Fake Nemesis badge. You can really learn in a short period of time how to make Power Siphon work for you really well.

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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

Some thoughts on the OP's build:

Why all the cytos? Given their cost/benefit, I'd replace these with lotg def/end pieces for the set bonuses, or just run enzymes. More likely the former

With that much melee def, why not change the ToD set to, say, 5 crushing impacts plus a proc? Unless you are trying to build some buffer for defense debuffs...

Which brings me to Active Defense. I'm running 3 membranes in my shielder, which gives me around 92-93% DDR. You want this double stacked as much as possible, and perma double stacking is not unreasonable. If you decide on muscular rather than spiritual, I'd make a 3rd slot here a priority.

I'd drop the second slot from grant cover. You can use this for AD, or a 3rd numi in True Grit.


 

Posted

think i agree with you on the 2 slots in grant cover, considering im not at hp cap even with my 4 accolades (2200 right?) i could use the hp, and adding to hp is virtual regen anyhow, so it's not like i lose a bonus there.

-that change gets me to 2156 with accolades, though i am considering just dropping a ragro Knockdown in fireball instead.

Cyto's as (at least in the last couple months) i could get them for 125mil vs 400 mil for enzymes.. and to hedge my bets a little, if enzymes are every "fixed" i don't want 6 per build. *shudder* I was thinking the "overcap" defenses would be useful for incarnate content, where the base to hit is 59% i believe. with my current set up in a group (fully saturated phalanx) im at almost 57% melee 54.4 ranged) figured it would be useful but i suppose i could chuck in another proc if i want (unslotters are here now right? i could goof about for cheap and not need to eat a respec if i do!) groovy.

good call on rechecking cyto values. IN deflection changing the cyto to end/def is a .5 melee loss. no go. But in Battle agility changing it results in a lost of only .1 and no end change, weave also nets a loss of only .1. score there.

2 slotted active def with Spiritual comes out at perma double stack 57sec recharge to 120 duration, so i think 2 slots will be good with the plan of leveraging the heck out of Power siphon.

Thanks a bunch, really useful intel for me, a bit more performence and lower cost to boot!

I would love for one of the more numbers savvy folks on the board to tell me definitively if Spiritual for more power siphon or Musculature is the better call by the numbers....


 

Posted

hmm. that makes scrapper hp cap without teammates to buff seem.. not realistic, but i've not experimented a heck of alot with all secondaries. That's besides the point. I want more damage potential in this character then in my Kat/WP, while still at least maintaining softcap positions.


 

Posted

Mid's is wrong with Scrappers Fire Ball numbers. Ball Lightning has higher damage.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

really?? is it by a good bit or about even when you factor in DPA (fireball seems a might faster in cast time then Ball light.) I only ask because i hate having to tip over to vil side for patrons, it's a hassle, but if its worth it i can do it.

(shows up as higher in City of data as well, 1.14 (fireball) vs 1.02 (Ball light) - hmm.


 

Posted

Quote:
Originally Posted by pearofpance1 View Post
I would love for one of the more numbers savvy folks on the board to tell me definitively if Spiritual for more power siphon or Musculature is the better call by the numbers....
Without getting too deep into numbers, t4 spiritual will reduce your recharge on PS from 41 to 35.7s. I don't think that'll come close to increasing your dmg by 30ish% (t4 musculature). So, if 'by the numbers' means more dmg, musculature is the choice. That said, spiritual will give you more +HP from true grit, faster recharging AOEs, and an easier time achieving goals like perma hasten or double stacked AD.

I crafted both for my fire/sd, in that case musculature is clearly the better performer dps, even in x8 play the faster recharging aoe's don't keep up with the increased dmg for clearing mishes. Pretty much the only time I switch to spiritual is when teaming with kins (or similar source of +dmg) or facing -rech buffs (to keep AD stacked as much as possible).