Solo +4/x8 on my main..can it be done?


ClawsandEffect

 

Posted

I'd like to get my main, a Broadsword/Invuln Scrapper, as powerful as possible. He is the character I most enjoy playing, and the one I prefer to bring to trials and task forces. But, I want him to be as impressive mechanically as possible for his sets. Ideally, I want to be able to do things like cut my way through an extra spawn off to the side at the same speed the team takes out the spawn they are focused on - in task forces and trials as well as normal teams.

The problem I'm having is that I can't find a way to cram all the bonuses I want into a single build. I'm trying to get a constant damage buff to help fill the gap in levels between my character and purple enemies. However, I am also trying to get softcapped defense and enough recharge for key powers to be up as much as possible.

So, I need some ideas from other Scrappers. The best type of bonus to focus on, how to get enough it, etc. Meanwhile, I'll continue working on my build in Mids. Any example builds that you can post with your advice would be very appreciated. As a final note, price isn't much of concern. I'm willing to work at getting this build for as long as needed. What is a concern is availability of recipes. So Kinetic Combats and purple recipes are more or less off the table - unless there is no other option.


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

 

Posted

This is the build I've come up with on my own. Not perfect, and it has to resort to Kinetic Combats. But it looks pretty good to me. Thoughts?

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Rorn: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack

  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (27) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (31) Mako's Bite - Accuracy/Endurance/Recharge
Level 1: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance
Level 2: Slice
  • (A) Cleaving Blow - Accuracy/Damage
  • (33) Cleaving Blow - Damage/Endurance
  • (33) Cleaving Blow - Damage/Recharge
  • (33) Eradication - Accuracy/Damage/Endurance/Recharge
  • (34) Eradication - Accuracy/Damage/Recharge
  • (34) Eradication - Accuracy/Recharge
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Endurance/Recharge
  • (15) Doctored Wounds - Heal/Recharge
  • (19) Doctored Wounds - Heal/Endurance/Recharge
  • (25) Doctored Wounds - Heal
Level 6: Build Up
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 8: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (11) Reactive Armor - Resistance
Level 10: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (13) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Defense/Endurance
Level 12: Slash
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
Level 14: Kick
  • (A) Empty
Level 16: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance
Level 18: Whirling Sword
  • (A) Cleaving Blow - Accuracy/Damage
  • (39) Cleaving Blow - Damage/Endurance
  • (39) Cleaving Blow - Damage/Recharge
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge
  • (40) Eradication - Accuracy/Damage/Recharge
  • (40) Eradication - Accuracy/Recharge
Level 20: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (21) Reactive Armor - Resistance/Recharge
  • (21) Reactive Armor - Resistance/Endurance/Recharge
  • (23) Reactive Armor - Resistance
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense
Level 24: Tactics
  • (A) Endurance Reduction IO
Level 26: Disembowel
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
  • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (43) Mako's Bite - Accuracy/Endurance/Recharge
Level 28: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Recharge Speed
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Head Splitter
  • (A) Cleaving Blow - Accuracy/Damage
  • (43) Cleaving Blow - Damage/Endurance
  • (43) Cleaving Blow - Damage/Recharge
  • (45) Eradication - Accuracy/Recharge
  • (45) Eradication - Accuracy/Damage/Recharge
  • (45) Eradication - Accuracy/Damage/Endurance/Recharge
Level 35: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance
Level 38: Conserve Power
  • (A) Recharge Reduction IO
Level 41: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 44: Provoke
  • (A) Perfect Zinger - Taunt
  • (46) Perfect Zinger - Taunt/Recharge
  • (46) Perfect Zinger - Taunt/Recharge/Range
  • (46) Perfect Zinger - Accuracy/Recharge
  • (48) Perfect Zinger - Taunt/Range
  • (48) Perfect Zinger - Chance for Psi Damage
Level 47: Resist Elements
  • (A) Resist Damage IO
Level 49: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Reactive Armor - Resistance
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (11) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (7) Performance Shifter - Chance for +End
  • (7) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 23.63% Defense(Smashing)
  • 23.63% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 18.63% Defense(Energy)
  • 18.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.31% Defense(Melee)
  • 10.81% Defense(Ranged)
  • 3% Defense(AoE)
  • 5.4% Max End
  • 40% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 120.5 HP (9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 23.65%
  • MezResist(Terrorized) 4.95%
  • 3% (0.05 End/sec) Recovery
  • 50% (2.79 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 5% RunSpeed



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

 

Posted

Quote:
Originally Posted by Vauluur View Post
I'm willing to work at getting this build for as long as needed. What is a concern is availability of recipes. So Kinetic Combats and purple recipes are more or less off the table - unless there is no other option.
Using Alignment Merits to get Kinetic Combats works quite well if you don't like playing the market, and there's no problems with availability. Breeze through your five alignment missions each day (should take you half an hour), and run trials. Between the A-merits and the oodles of inf you make in trials, you'll be able to get all your KCs from Fort Trident and the market in a couple of weeks.

Running the Signature Story Arcs is also good for an extra merit here and there.

You can really speed things up by running alignment missions on alts, then send the resulting recipes you buy from BOTLER to yourself via global email. If you have enough alts, you can get all the KCs and LotGs you need in a few days.


 

Posted

Judging that build with my own set of priorities, it needs:

- tohit. Gotta cram a Kismet in there, +6tohit is too good to pass up on any toon that hasn't ludicrous tohit to start with. Invinc and Tactics are nice, but not always enough when the defense buffs and tohit debuffs start piling. Even adding Kismet on top of that will not be enough, but it'll reduce the misses.

- some means of healing. You haven't selected any incarnate power. If this is on purpose, I would go for Aid Self. One luck will generally take care of any defense woes for a minute, but one respite? Against +4/x8, that's one hit or two, and I'm barely exaggerating.

If you actually do go for incarnates, going Spiritual + Rebirth (+regen tree) makes for nice levels of regen, almost WPish.


On a personal note, I would remove Provoke and grab Hasten. Invincibility does the job well enough if you're the first guy in and attack like a berserker, which should be your standard operating procedure as a scrapper.


 

Posted

I don't really have anything to add to Nihilii's comments besides a few builds. Check my sig


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

I actually already have numerous incarnate powers, including T3 Destiny with the +Regen. I don't have Spiritual up to T3, but I have it at T1 or T2 so it shouldn't take long to get it.

I'm actually slightly concerned about endurance management in this build, as a lot of the attacks don't have a great amount of endurance reduction slotted in them. I guess if I don't get too unlucky with the Performance Shifters I'll be ok though. I'll see if I can fit Aid Self and Hasten in. Aid Self and Rebirth almost feels like overkill, but I could see needing both.


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

 

Posted

I was able to get Aid Self by dropping Provoke and Slash. This resulted in a drop in S/L defense so I had to put in the PVP +3% to stay softcapped against a single opponent. This build has Spiritual selected as the Alpha power. I like what I see with this. It should be a very tough build once I get everything I need for it. If I get Rebirth up to T4, I should have a fairly high regen rate all the time. Add Dull Pain and Aid Self to that mix, together with softcapped defense and the mixed bag of resistance that Invuln offers, and I don't see many deaths in the future of this character. Any obvious errors I've made with this build?

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Rorn: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(31)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(5)
Level 2: Slice -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(25)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 8: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 12: Aid Other -- IntRdx-I(A)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
Level 18: Whirling Sword -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(40)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Assault -- EndRdx-I(A)
Level 32: Head Splitter -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Dmg/Rchg(43), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Physical Perfection -- P'Shift-End%(A)
Level 44: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48), IntRdx-I(48)
Level 47: Resist Elements -- GA-3defTpProc(A)
Level 49: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7), EndMod-I(7)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 23.5% Defense(Smashing)
  • 23.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 21.63% Defense(Energy)
  • 21.63% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.75% Defense(Melee)
  • 13.81% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.4% Max End
  • 40% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 5% FlySpeed
  • 120.5 HP (9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 20.35%
  • MezResist(Terrorized) 4.4%
  • 3% (0.05 End/sec) Recovery
  • 40% (2.23 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed



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

 

Posted

I'd get Hasten in there instead of Assault so that you'd have perma DP. That combined with perma Rebirth will have you HP capped at all times with good regen. On top of that, you'd have Aid Self for spot healing when needed. Hasten would also help with damage dealing (more than Assault anyway). Endurance wise I don't think much would change, one less toggle to worry about and Conserve Power available more often.

I'm still not sure about tactics. If you're not planning to slot it further, you'd get pretty much the same benefit out of a Kismet +ToHit (6% ToHit vs 7%) at no additional endurance cost. Of course, it's something that won't benefit your team, but I don't believe anyone expecting much in the name of buffs when they invite a Scrapper.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
I'd get Hasten in there instead of Assault so that you'd have perma DP. That combined with perma Rebirth will have you HP capped at all times with good regen. On top of that, you'd have Aid Self for spot healing when needed. Hasten would also help with damage dealing (more than Assault anyway). Endurance wise I don't think much would change, one less toggle to worry about and Conserve Power available more often.

I'm still not sure about tactics. If you're not planning to slot it further, you'd get pretty much the same benefit out of a Kismet +ToHit (6% ToHit vs 7%) at no additional endurance cost. Of course, it's something that won't benefit your team, but I don't believe anyone expecting much in the name of buffs when they invite a Scrapper.
Tactics is in there not so much for a buff to accuracy as for resistance to confusion. The trials tend to include a lot of potential for confusion, like the escaping mindwashed resistance members and the Avatar of Hamidon. Confusion resistance in any amount is valuable for those situations. I might consider dropping it regardless and relying on Breakfrees, but dropping Assault for Hasten seems to make sense either way.

Edit:
I'm glad I went into the build to make that change, as I found 2 unused slots. I was able to put Hasten in with 2 recharge IOs and put a Kismet in Maneuvers.


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

 

Posted

For what it's worth, my BS/Invul is not at the softcap with just a single target, and I play him at +4/x8. It's successful against anything that doesn't have too much Psi, intense defense debuffs delivered means other than bullets or swords, or both. (For example, Carnies, who will produce 2 bosses per spawn at those settings, are brutal on Psi damage, and Arachnos Tarantula Mistresses pwn defense, and you can get two or three in a spawn at x8.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
For what it's worth, my BS/Invul is not at the softcap with just a single target, and I play him at +4/x8. It's successful against anything that doesn't have too much Psi, intense defense debuffs delivered means other than bullets or swords, or both. (For example, Carnies, who will produce 2 bosses per spawn at those settings, are brutal on Psi damage, and Arachnos Tarantula Mistresses pwn defense, and you can get two or three in a spawn at x8.)
Good point there, UberGuy. I only ever went towards S/L/E/NE soft cap on my main because I wanted to be able to solo the occasional AV (heh, almost makes it sound like a casual practice). Being around 35-40% Defense with a single foe should be well enough for soloing at x8. If you can spare the money and the slots more doesn't hurt, however, because it acts as a buffer for Defense Debuffs.

I think it's just best to see it as a question of priorities. If you plan on soloing at x8 with less focus on AV soloing, I'd go for the 35-40% Def I mentioned with focus on damage output (+Rech) and damage recovery (+Regen, heals). Multiple weaker enemies can be significantly more damaging than a single AV, and they let your Invincibility provide more Defense, so you can shift focus towards damage recovery and damage instead.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

From a gameplay perspective, how do you find chewing through all those mobs with BS?

On mine, I have a build where my attack chain is whirl-parry-headsplit-swipe. I'll do the standard head-hack-disemb-hack vs lieuts and bosses.

But that takes FOREVER to kill a spawn even at +2/x5. Are you in teams or soloing at +4/x8?


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Youre gonna need fireball if you want to kill quick


 

Posted

Fireball causes redraw if you use it more than just as the first attack. I'd much rather have a spot for the second Performance Shifter in Physical Perfection. I have T4 Reactive Interface. That helps get quick kills.

As far as AV soloing vs. soloing on x8 I'm kind of aiming to be able to do both. Since this is my main, it's the character I go to first when somethings going on and/or new content is released. Which means I want him to be able to do anything. If the Tank goes down on a TF against the AV, I want to pick up where he left off and keep the team safe until he's back in the fight. I want to walk into a new iTrial and know I'm not going to spend half of it face down on the floor. But, I also want to solo on x8 so I can get more influence and recipe drops if it's a slow day otherwise. So I pretty much need softcap against a single target. Although, Invincibility will help out even more in the time between when I respec and when I have all the recipes I need.

As far as attack chain goes I pretty much alternate between Whirling Sword and Slice, hitting Bosses and Lts with Headsplitter and trying to catch multiple foes in it's narrow cone. To fill any gaps in that chain, I use Disembowel and Hack to take out targets that are either annoying or close to death. And if something runs away, I hit it with Blackwand.


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

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
But that takes FOREVER to kill a spawn even at +2/x5. Are you in teams or soloing at +4/x8?
I'm doing it solo. I don't have a lot of recharge in my build, so I'm usually doing Hack, Disembowel, Slice Headsplitter, repeat, but with Whirling Sword tossed in whenever it's up. I don't normally need to use Parry unless I'm being debuffed. Notably, I do also throw in Ionic Judgement as an openening attack on full spawns when it's recharged.

It's not that fast compared to some things, but it's not terrible by my standards.

And I don't have Pyre Mastery either. In fact, I don't have any epic pool powers picked in my current build.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

As an avowed hater of Aid Self, and a firm believer in the ridiculous defensive power that is Rebirth Destiny on top of IOed Invuln, I made a couple of tweaks to the OP's build.

It's what I'd call a cheap-ish build; there are expensive sets in there but none are Purples or PvPIOs. Tactics is in there because the OP expressed a desire to use it situationally (for Confuse protection), but it's not something I'd necessarily run full-time. I also assumed T3 (Total Core Revamp) Spiritual Alpha, which, along with the Accolades, you may have to toggle on manually in Mids. Anyway, the highlights otherwise:

  • Soft-capped Smash/Lethal/Energy/Negative DEF
  • 18.7% Psi DEF (nearly 2 small Lucks from soft-cap)
  • capped HP (via perma Dull Pain)
  • 40% Slow Resistance (gotta love Winter's Gift)
  • ToHit capped against +3 mobs (without Tactics running)
  • 48.75% Global Recharge (and Hasten)

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

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AFAIK, the best non-Parry attack chain for BS is Headsplitter-Hack-Disembowel-Hack, which requires +172% recharge in Headsplitter, +76% recharge in Disembowel, and unfortunately +304% recharge in Hack. That's not gonna work for us, but for comparison's sake we'll note that the above attack chain deals about 139 DPS with standard ED-compliant damage slotting and an 11.25% average crit rate.

Your ST attack chain on this build would be something like Headsplitter-Hack-Slice-Disembowel, for (with our slotting) 129.3 DPS w/ Assault. With our slotting, that chain would consume 27.34 End over 8.316 seconds, or 3.29 EPS. (For completeness' sake, that chain delivers 144 DPS if you average in the contribution of Build Up. With the Tier 3 Reactive DoT, DPS rises to 153.4 DPS, or 167.1 w/ Build Up.)

Your toggle cost w/ Assault and Tactics is 1.97 EPS. With just Assault, it's 1.58. Hasten will cost you roughly 15 / 140 = 0.1 EPS.

Recovery is 3.87 EPS before procs. Max End is 119.9. Each Performance Shifter proc is worth (0.2 * 0.1 * 119.9) / 10 = 0.2398 EPS on average. So your gross recovery is 3.58 + (2 * 0.2398) = 4.34 EPS.

With Assault (and without Tactics), your ST attack chain is sustainable for ~190 seconds. But there's a wrinkle: Conserve Power is available for 90 out of roughly 200 seconds. When Conserve Power is up, your attack chain only costs 1.82 EPS, and your toggle cost drops to 0.85 EPS w/ Assault. (Hasten's over-time cost is unaffected).

Long story shorter, you'll have a net gain of 1.57 EPS during Conserve Power time, which means you'll get back more than a full bar of end over the duration, which means that as long as you're end-sustainable for the period leading up to Conserve Power, you have effectively endless endurance. We're well over that threshold of sustainability with our single-target chain, with a good bit of headroom to account for AoE-heavy scenarios.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Vauluur View Post
But, I also want to solo on x8 so I can get more influence and recipe drops if it's a slow day otherwise. So I pretty much need softcap against a single target. Although, Invincibility will help out even more in the time between when I respec and when I have all the recipes I need.
Just a note on +4/x8:

FWIW, I think soloing on the highest difficulty is a bit overblown -- not intentionally overblown, just a bit over-emphasized because of the crowd that tends to hang out here. For one thing (once you've hit 50), there's very little mechanical incentive to solo at +4. AFAIK, there's no difference in the recipe/salvage drop rate for killing mobs at +4, and in fact your kill speed will be much reduced against higher leveled foes.

Secondly, and perhaps more importantly, we do play an easy game, but it's not necessarily as easy as it's sometimes made out to be. Making a build that can solo +4/x8, in principle, isn't that hard to do. Making a build that can solo every faction at +4/x8 efficiently is another matter entirely. Every build has weaknesses, after all. And the high-level content is varied enough that if you're not cherry picking your missions, eventually you'll come up against something that exploits your weaknesses.

I don't question anyone's claim that they routinely solo at +4/x8. There are a lot of good players out there, and there's something to be said for craving the occasional challenge. I do caution against reading too much into those claims, though. Reading the forums one might understandably conclude that there's a large segment of the playerbase effortlessly and indiscriminately soloing the game at +4/x8, and though I'm certainly not the greatest player on earth, I know enough about the game's mechanics to understand that no such group of players exists.

Or rather, no such builds exist. All the player skill in the world ain't gonna make Rularuu at +4/x8 on an SR Scrapper a cakewalk.

So in my customarily long-winded way, the point I'm making here is that I hope you don't expect too much out of your build, even at its most perfect peak of forum-approved perfection. A top-end Invuln build is a sight to behold, but you will still occasionally have to keep your head on a swivel, especially at +4/x8. Personally, I tend to solo at +0/x8 most of the time. Admittedly my Invuln Tanker can pretty much sleep walk through almost any faction at that difficulty, but eh, his kill speed at +4/x8 puts me to sleep. YMMV, caveat emptor and all that jazz.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Just a note on +4/x8:

FWIW, I think soloing on the highest difficulty is a bit overblown -- not intentionally overblown, just a bit over-emphasized because of the crowd that tends to hang out here. For one thing (once you've hit 50), there's very little mechanical incentive to solo at +4. AFAIK, there's no difference in the recipe/salvage drop rate for killing mobs at +4, and in fact your kill speed will be much reduced against higher leveled foes.
Yep. I only do it because I want to be challenged by it, not because it's particularly rewarding in the mechanical sense. And reinforcing the rest of Obitus' post, I mentioned some great examples of things that smack my BS/Invul hard at +4/x8.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I basically want to second everything Obitus said. His analysis of BS/Invuls attack chains was very nice, and I especially liked and agreed with the commentary about +4/x8. I wish I'd said it that eloquently.

I also want to point out a tiny portion of his post that may be easy to overlook. The Aid Self comment. I absolutely not an Aid Self fan myself. Especially on Invul. There is almost always going to be a better use for the 2 slots that will improve the build enough that you won't need a self heal that often. Aid Self feels sorta like training wheels. Sure, it's a sense of security, perhaps, but a barrier to real high end performance.. Especially since you have to spend 2 power picks for it (I might change my opinion if if they ever adjust the medicine pool to be more like the travel pools).


 

Posted

Quote:
Originally Posted by Obitus View Post
Your ST attack chain on this build would be something like Headsplitter-Hack-Slice-Disembowel,
I'm not sure if you're aware of this particular factoid and it's not a good hour of the morning for me to check the math myself for this particular build, but there's a certain subset of Broadsword builds for which the best ST attack chain is Headsplitter-Hack-Disembowel-Hack even though they don't have the recharge to run it gapless. It's better to spend .3 seconds or whatever after Disembowel doing zero damage than to spend 2.244 seconds using Slice for low damage.

BS/Inv is a solid combo. I ran one as my main for 18 issues before a couple other characters became my favorites. But I never found a way to use it to set solo speed records. If your goal is to compete with 7 other people for speed going through spawns, like you mentioned in your first post, an AoE from an ancillary pool really helps, redraw notwithstanding. Fire Ball (or Ball Lightning if you prefer) does similar damage to Whirling Sword, except it animates faster (even if you count the subsequent redraw as part of its animation time) and hits a lot more guys by virtue of its larger radius. If you don't want an ancillary AoE for concept reasons, Body Mastery is a fine pool as well, it's the one I used. It would be difficult to get sustainable endurance for soloing AVs without it. But it's not the best choice for mowing down spawns.
If you want to spend twice as much, you could take advantage of dual builds and have one for each purpose.


 

Posted

I would like to thank everyone for their help and extremely useful comments. I would also like to add that building to be able to solo on +4/x8 is more of a metric I'm using here to obtain the highest possible performance. In practice, I doubt I'll actually do a whole lot of soloing on that difficulty. As has been pointed out, there isn't a great amount of mechanical benefit to it (perhaps higher influence gain in the short term, but not over multiple missions).

Perhaps it would be easier to explain like this. A friend of mine has a Beam Rifle/Mental Manipulation Blaster. On that character, he is capable of out-damaging the rest of the team - and surviving better than the Tanker in most cases. In fact, he sometimes goes ahead of the league on trials and kills spawns to make it go faster (he especially enjoys doing this on the Underground trial). In the interest of not being outdone, I want my main (the character I'm most often on when I'm in such trials) to be able to keep up.

In the course of the 17 issues I've had this character as my main, I've tried many of the tactics that have been discussed. I've also tried both AoE attacks from the ancillary pools. I find that Fireball is superior to Ball Lightning, and with the proper slotting would probably be useful in a build. But, I also enjoy having much more sustainable endurance. Needing to create a Catch a Breath in the middle of an AV fight is far from ideal. So, having exhausted my own ideas, I turned to the forums and created this thread.

The results are pretty much everything I had hoped for, so thanks again to everyone for their contributions. Oh, and I know it's kind of silly to compare a Scrapper build to a Blaster build for performance, but my friend's success annoys me :P


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

 

Posted

Quote:
Originally Posted by Obitus View Post
Recovery is 3.87 EPS before procs. Max End is 119.9. Each Performance Shifter proc is worth (0.2 * 0.1 * 119.9) / 10 = 0.2398 EPS on average. So your gross recovery is 3.58 + (2 * 0.2398) = 4.34 EPS.
Heh, the above should read, "your gross recovery is 3.87 + (2 * 0.2398) = 4.34 EPS." Not sure how exactly I ended up typing 3.58 End; anyway, the rest of the numbers should be accurate.

Quote:
Originally Posted by Hopeling View Post
I'm not sure if you're aware of this particular factoid and it's not a good hour of the morning for me to check the math myself for this particular build, but there's a certain subset of Broadsword builds for which the best ST attack chain is Headsplitter-Hack-Disembowel-Hack even though they don't have the recharge to run it gapless. It's better to spend .3 seconds or whatever after Disembowel doing zero damage than to spend 2.244 seconds using Slice for low damage.
Oh, good point. Yeah, Broadsword isn't exactly an area of expertise. So just glancing over that chain ... Headsplitter-Hack-Disembowel-pause 0.484 seconds -> repeat, with my build's slotting, gives us 137.6 DPS (153 w/ Build Up, 175 DPS w/ Build Up and T3 Reactive) at a cost of 3.24 EPS.

So your chain is superior in every way to the Slice chain against a single target. The only problem is that Hasten on my cheapish build has considerable downtime (loosey-goosey estimate of about 20 seconds, without doing the math; Mids' puts Hasten's downtime with the T3 Spiritual boost at ~13 seconds, but Mids' doesn't account for the fact that Hasten affects its own recharge).

Either way, this isn't gonna be a world-beater in terms of long-term ST DPS. To increase ST DPS significantly, it looks like you're gonna need -RES procs and/or purples -- or you're going to have to sacrifice an undue amount of DEF. On a budget, though, and for what it's worth, I think it's a pretty good build.

I thought about posting a no-expense-spared build example, but I find Body Mastery a little limiting vis-a-vis slotting options. Well, ok, here's a half-baked attempt at a more expensive build with the same power selections:
  • T4 Spiritual assumed
  • Soft-capped S/L/E/N DEF
  • 18% Psi DEF
  • HP capped (perma Dull Pain, accolades)
  • Perma-Hasten (+73.75% global recharge from IOs, rest made up with Spiritual)
  • 40% Slow Resistance
  • ToHit-capped against +3s without Tactics

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Attack chain is Headsplitter-Hack-Disembowl-pause 0.183 seconds ->
for 151.7 DPS w/ an 11.66% avg crit rate. Three Achilles' Heel proc checks over 6.255 seconds put our average -RES debuff at 10.91%, which raises our DPS to 168.2. Average in Build Up @ 29.5 seconds' recharge, and we're up to 186 DPS. Tossing in T3 Reactive Interface on top of Build Up gives us 211.5 DPS.

(If you wanna get really extravagant, you can replace the Achilles' Heel in Headsplitter with a Fury of the Gladiator Proc, in which case avg -RES rises to 14.6%, which raises debuff-adjusted DPS from 168.2 to 173.8. Build Up DPS rises to 192.1, and Reactive+BU DPS to 218.5.)

Endurance is a little less comfortable on this build but it should still be sustainable long enough to carry you between Conserve Powers. (I'm showing a 102 second burn time w/ 113.6 max End, 4.14 EPS adjusted recovery, a 1.64 EPS toggle cost, and a 3.61 attack chain cost. Conserve Power's downtime is ~91 seconds.)


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by UberGuy View Post
Yep. I only do it because I want to be challenged by it, not because it's particularly rewarding in the mechanical sense. And reinforcing the rest of Obitus' post, I mentioned some great examples of things that smack my BS/Invul hard at +4/x8.
Yeah, you did. As is so often the case, I find myself piggy-backing on your points.

Quote:
Originally Posted by Madadh View Post
I also want to point out a tiny portion of his post that may be easy to overlook. The Aid Self comment. I absolutely not an Aid Self fan myself. Especially on Invul. There is almost always going to be a better use for the 2 slots that will improve the build enough that you won't need a self heal that often. Aid Self feels sorta like training wheels. Sure, it's a sense of security, perhaps, but a barrier to real high end performance.. Especially since you have to spend 2 power picks for it (I might change my opinion if if they ever adjust the medicine pool to be more like the travel pools).
Preach it. Nothing says un-fun to me more than stopping for 4.5 seconds to pull out a tricorder. Mostly a taste thing, but Invuln is so freaking sturdy with Rebirth I see very little point in using Aid Self. Plus, Invuln's design sorta runs counter to Aid Self's interruptible cast; if you're losing HP fast on an Invuln, chances are it's because your DEF is either inadequate or ineffective against whatever's attacking you, which means you're less likely to succeed at firing Aid Self.

Quote:
Originally Posted by Vauluur View Post
Perhaps it would be easier to explain like this. A friend of mine has a Beam Rifle/Mental Manipulation Blaster. On that character, he is capable of out-damaging the rest of the team - and surviving better than the Tanker in most cases. In fact, he sometimes goes ahead of the league on trials and kills spawns to make it go faster (he especially enjoys doing this on the Underground trial). In the interest of not being outdone, I want my main (the character I'm most often on when I'm in such trials) to be able to keep up.
Not super familiar with Beam Rifle (just have zero conceptual interest in the set), but I do have a Fire/Mental Blaster, and I think it's fair to say that your friend's build isn't nearly as sturdy as yours is, appearances notwithstanding. He's also likely to have some scatter issues when soloing.

None of that is a knock on your friend or his build. It's worth noting, though, that a Blaster build, even a top-of-the-line Blaster build with an unusually strong pair of powersets supplemented by Incarnate powers (Mental is unusual in the sense that it covers healing in crowds, making Clarion a guilt-free Destiny pick to cover the mez hole) requires much more skill and attention to shine on its own than an analogous Scrapper build.

On the other hand, you'll never compete in kill speed on your BS/Invuln with his Blaster. Sadly, you have a low-DPS weapon set paired with a low-DPS Secondary. Doubly sad is that Invuln basically invalidates Parry, which is perhaps the main mechanical attraction of Broadsword. (You probably already know all of this, I'm mostly typing for the sake of typing here, just in case. Apologies if any of the above comes off as patronizing.)

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In the course of the 17 issues I've had this character as my main, I've tried many of the tactics that have been discussed. I've also tried both AoE attacks from the ancillary pools. I find that Fireball is superior to Ball Lightning, and with the proper slotting would probably be useful in a build. But, I also enjoy having much more sustainable endurance. Needing to create a Catch a Breath in the middle of an AV fight is far from ideal. So, having exhausted my own ideas, I turned to the forums and created this thread.
Yeah, if you want truly sustainable endurance (or near enough), you basically have two choices -- Body Mastery or Cardiac Alpha. Ageless Destiny would work too, but Rebirth's just too good on an Invuln to pass up. Personally I tend to favor the Cardiac approach, but you seem to have a pretty firm grasp on what does and what doesn't work for you, which is good. No one can tell you what you'll enjoy playing; we can only try to optimize what you do like.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Obitus View Post
On the other hand, you'll never compete in kill speed on your BS/Invuln with his Blaster. Sadly, you have a low-DPS weapon set paired with a low-DPS Secondary. Doubly sad is that Invuln basically invalidates Parry, which is perhaps the main mechanical attraction of Broadsword. (You probably already know all of this, I'm mostly typing for the sake of typing here, just in case. Apologies if any of the above comes off as patronizing.)



Yeah, if you want truly sustainable endurance (or near enough), you basically have two choices -- Body Mastery or Cardiac Alpha. Ageless Destiny would work too, but Rebirth's just too good on an Invuln to pass up. Personally I tend to favor the Cardiac approach, but you seem to have a pretty firm grasp on what does and what doesn't work for you, which is good. No one can tell you what you'll enjoy playing; we can only try to optimize what you do like.
Yes, sadly I was about 12 years old when I made this character. Back then I wanted a tough guy with a sword, and understood little about the math of the game or even coming up with a much more complex concept for the character. In the intervening years of middle school, high school and college, the concept of the character has matured considerably. My understanding of the game's mechanics has as well. Were I to make this character today, he would be a Broadsword/Dark Armor. But I'm too attached to his badges to remake him. So now I just try to get as much mileage as I can out of the combination.

I've actually got a Cardiac Alpha build on live right now, using Ball Lightning as an AoE opener. I find that I do significantly less damage against hard targets than I'd like. So I'm trying to get somewhere in a happy medium.

A good example of needing more ST damage would be the UG trial I ran last week. In the "trap room" the league split up to the different corners before the DE spawned so that we could more quickly kill the crystals. Seeing that one corner was empty, I went there alone. While all the other crystals were being killed, I was able to kill the entire DE spawn around me (using inspirations and Judgement to help, naturally) except for the two Greater Devoured in the spawn. It took so long to kill them, that the rest of the league was in that corner to help by the time I had one of them down to 25% health.

I do actually have T3 Ageless as well as T3 Destiny. I use Ageless when I'm on a TF team that already has a lot of heals and/or buffs. I figure it's ok in those cases to sacrifice the extra regen and healing to improve ST damage through better recharge.


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

 

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Originally Posted by Vauluur View Post
While all the other crystals were being killed, I was able to kill the entire DE spawn around me (using inspirations and Judgement to help, naturally) except for the two Greater Devoured in the spawn. It took so long to kill them, that the rest of the league was in that corner to help by the time I had one of them down to 25% health.
For what it's worth, I don't think you should feel too bad about wiping out most of the spawn and most of an at least +1 EB in a race with at least 11 other people - so at least 3-4 other folks at each other crystal spawn. I get your point totally, but it's nothing to be ashamed of.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA