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


ClawsandEffect

 

Posted

Quote:
Originally Posted by Vauluur View Post
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
I lol'd so much. Such honesty! Many people would be in the same boat, but most would deny it.


 

Posted

Minor thread necro. Suppose you were building a BS/Invuln of your own. No limit to prices, no requirements on power selection. The focus was on making it as effective as possible, a near-master of two trades: tanking for a team, and DPS. Broadsword obviously can't do that second one as well as some other sets, but it can perform well. What would that build look like, and is there a specific reason you would make some of the choices different from those I made?


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

 

Posted

This would be the start of my wish list:

  • Soft cap SLFCEN with one target
  • Parry takes lethal/melee to incarnate soft cap, double or triple stack for debuffs
  • Perma Hasten
  • Head Splitter -> Hack -> Disembowel -> Hack with only a small gap
  • Rebirth for healing, can skip Aid Self
  • Good resistance
  • Good raw regeneration
  • Blaze Mastery
  • Sustainable Endurance
I don't actually think I'd get my wish, so there'd be a process of balancing everything I wanted against each other.


"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

Just to pick a single nit, Werner, I don't know why you'd be concerned with softcapping FC. Nothing does pure cold damage aside from the winter horde and ice mistral and those are both easy in the first place. The main thing that comes to mind for pure fire damage is demons and again, not one of the toughest villain groups in the game. Really I guess this is more a beef I have with high end builders in general than with you so maybe I shouldn't have brought it up, but here we are.

I just noticed that one reason to go for the full softcap on SLFCEN is that you're putting the SLFCEN into self-centered. In an abstract manner.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Just to pick a single nit, Werner, I don't know why you'd be concerned with softcapping FC. Nothing does pure cold damage aside from the winter horde and ice mistral and those are both easy in the first place. The main thing that comes to mind for pure fire damage is demons and again, not one of the toughest villain groups in the game. Really I guess this is more a beef I have with high end builders in general than with you so maybe I shouldn't have brought it up, but here we are.

I just noticed that one reason to go for the full softcap on SLFCEN is that you're putting the SLFCEN into self-centered. In an abstract manner.
Personally, I like to be as solid as possible at all times even if it means I'm not as good as I could be most of the time (and yeah, I'm ignoring the psionic elephant in the room). You may well be right about it not being very important. Chances are excellent that fire/cold soft cap is something I'd sacrifice to meet other goals.


"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 PleaseRecycle View Post
Just to pick a single nit, Werner, I don't know why you'd be concerned with softcapping FC. Nothing does pure cold damage aside from the winter horde and ice mistral and those are both easy in the first place. The main thing that comes to mind for pure fire damage is demons and again, not one of the toughest villain groups in the game. Really I guess this is more a beef I have with high end builders in general than with you so maybe I shouldn't have brought it up, but here we are.
Yeah, IME you're better off going for whatever Psi DEF you can scrounge up than you are trying to soft-cap F/C. Happily, you're gonna end up with a sizable amount of F/C DEF whether you try or not.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I can't look at your build right now, so for the time being I'll just answer generically. Along the theme of the replies given...

  • Shoot for the S/L softcap. I actually am not desperately worried about hitting this with one target, but I want to be within a few percent of it. If I explicitly set out to solo or even just tank AVs, I might try harder to cap it. The reasons I might be willing to skimp on it are that while S/L defense does end up fending off lots of damage of other types, an awful lot of what is delivered is S/L, and Invul can hit the Scrapper resist cap for S/L damage. Also, Parry can cover the Lethal defense part, leaving only a Smashing defense "hole".
  • As close to the E/N softcap as I can get, possibly trading that last few percent on S/L to do it. (I don't know that this specific tradeoff is actually possible in general, but I would at least look at doing it if I could.) An awful lot of ranged attacks have these damage types and nothing else.
  • At least 35% F/C defense with one foe around. There's not a ton of fire damage in the end game so far, but I don't want to be the one guy who can't solo lots of Circle of Thorns.
  • Enough recharge to perma Dull Pain, even though I don't keep it on auto or anything.
  • To get the defense numbers above, I would be willing sacrifice the levels of recharge I have on things like Regen and FA characters, because while a good BS attack chain still wants high recharge, its long animations mean I can get close to an optimal attack chain with a lot less total +rech. This is guidance on my build, not a hard constraint.
  • My philosophy has been to suck up the Psi mitigation hole. When it's bad, it's very bad. (I soloed a Safeguard mish with my BS/Inv yesterday on +4/x8 and all the Arachnos bank robbers were Tarantual Queens and Fortunata Mistresses. I lived, but it sucked.) Despite that, I'm not satisfied with the compromises I would have to make to get what I consider even moderate total mitigation to Psi. On the upside, high E/N defense gets you moderate ranged defense, which helps with Psi damage derived from Psychic Blast powers (as opposed to Mind Control or Illusion Control), so that's helps some.


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
  • My philosophy has been to suck up the Psi mitigation hole. When it's bad, it's very bad. (I soloed a Safeguard mish with my BS/Inv yesterday on +4/x8 and all the Arachnos bank robbers were Tarantual Queens and Fortunata Mistresses. I lived, but it sucked.) Despite that, I'm not satisfied with the compromises I would have to make to get what I consider even moderate total mitigation to Psi. On the upside, high E/N defense gets you moderate ranged defense, which helps with Psi damage derived from Psychic Blast powers (as opposed to Mind Control or Illusion Control), so that's helps some.
I used to feel that way too, but I've since proven myself very wrong at least with respect to Tanker Invulnerability. On a Scrapper, it's dicier subject, and perhaps especially on a BS Scrapper, because we've established that there's effectively no ceiling on the benefits +recharge conveys to a non-Parry attack chain. Will have to tinker around with it a bit.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
I used to feel that way too, but I've since proven myself very wrong at least with respect to Tanker Invulnerability.
I don't want to derail the thread, but i'm curious which part you found wrong. Do you mean that the compromises required were more acceptable on a Tanker? Or that you weren't able to "suck it up" as a Tanker and get by?


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
I don't want to derail the thread, but i'm curious which part you found wrong. Do you mean that the compromises required were more acceptable on a Tanker? Or that you weren't able to "suck it up" as a Tanker and get by?
The compromises weren't as bad as I thought. A few months ago, I made an INV Tanker build with soft-capped PSI DEF (on top of everything else) as a thought experiment for a forum thread (see signature). That build wasn't playable by my standards, but I was struck by how easy the build was to make.

A few revisions later, and I had a playable version for my own Tanker (didn't need to be in Hover but could still have Fly, decent enough recharge, near-sustainable endurance). Now as it happens, I ended up respeccing out of that build a few weeks later because I wanted a Patron AoE power, but in principle the soft-capped Psi build didn't give up anything outlandish; there are plenty of high-end melee builds on the forum that don't use APP/Patron attacks at all, and the build's ST DPS was surprisingly strong.

My current Tanker build has ~32% Psi DEF, enough to soft-cap with one small purple.

That said, a large part of the reason that those Tanker builds work as well as they do is that Super Strength (and to an extent, Bruising) gives you plenty of attack chain options that aren't particularly recharge-intensive. A BS Scrapper would be a whole different kettle of fish, not least because of redraw. Also, to play devil's advocate a bit: some would consider Double Rage a compelling incentive to stack recharge on an SS build, but after having played for a year or so with a perma-double-Rage build I personally just can't stand the extra Rage crashes.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

On TANKER Invuln, I'm pretty sure I'd be shooting for some decent Psionic defense, but then, on a Tanker, it's much easier to soft cap and more. I've been fiddling with Invuln/SS and Invuln/Dark builds for solo incarnate content, though I'm not happy with anything yet. Let's see... Invuln/Dark with one target in range, 59% SL, 53% FCEN, 32% meee, 29% ranged and AoE, 26% psionic. Eh, 11% psionic from sets. I guess that's all I figured I could get while working on other goals. But now that we're talking about it, why'd I crank fire and cold up so high? Maybe I can trade some of that for better psionic.

I'm going to need to track down your Invuln tanker build, Obitus. I'm curious to have a look. I was pretty much starting from scratch since I've never made top end Tankers and don't frequent the Tanker forums. I'm sure I have some room for improvement. I was going for perma Hasten, though (I'm a couple seconds off), for the additional damage output (Foot Stomping and Fire Balling like mad, double stacking Rage, that sort of thing) or survivability (Siphon Life). However, surely I'd be going for Rebirth now that that's an option, so spamming Siphon Life is less critical. I still would love damage, though, since I play my Tankers as Scrappers. Eh, anyway, I should have a look.


"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

What are some thoughts you all have of taking Leviathan Mastery for this Scrapper? My concern with it is it lacks an AoE attack, but Water Spout seems good and the pet is IMO the most useful available to Scrappers. It also has Hibernate. That could come in handy.


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

 

Posted

A couple more BS/INV builds, per request -- sparing no expense and changing up the power selection a little. Keep in mind, as always, that I have no personal experience with BS; I'm sure that someone like Werner could improve on what I'm doing here, but FWIW I'm pretty happy with these builds.

First, a build that tries to split the baby -- good offense coupled with as much Psi DEF as I could reasonably cram in:

  • 45+% S/L/E/N DEF
  • 30.7% F/C DEF
  • 30.6% Psionic DEF
  • Capped S/L RES
  • Capped HP (perma Dull Pain)
  • ToHit-capped against +3 opponents
  • +80% global recharge (not including Hasten)
  • +14.5% global damage (w/ Assault)
(Cardiac Alpha is assumed here. Also I should disclaim two things: first, I used 10 enhancement boosters on the two slots in Hasten, and second, the Kinetic Combats in Boxing and Brawl are level 20 on purpose, to save money.)

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Hasten isn't perma, but it's reasonably close (should be a 10-15 second lapse). In any case, when Hasten's up, the attack chain is Headsplitter-Hack-Disembowel-pause 0.373s-Hack.

Without accounting for misses, that's 150.36 DPS with our slotting, 164.04 DPS w/ Build Up @ 33.8s. With T3 Reactive Interface, it's 175.32 DPS, 188 w/ Build Up.

Max End is 115.4. Recovery is 3.71 EPS, plus 0.23 from the Performance Shifter proc on average. Toggle cost (w/ Assault) is 1.21 EPS, plus ~0.11 for Hasten over time. That gives us a burn time of about 740 seconds running our single-target attack chain.

(It's also worth noting that if Valuur still wanted Tactics for the confuse protection, he could easily swap out Assault.)

The second build has the same basic structure, but instead of going for Psi DEF it goes for more single-target DPS:
  • 45.3% S/L/N/E DEF
  • 30.3% F/C DEF
  • 17.7% Psi DEF
  • 74.9% S/L RES
  • Capped HP
  • ToHit-capped against +3 opponents
  • +90% global recharge (not including Hasten)
  • 14.5% global damage (w/ Assault)
(Cardiac Alpha still assumed. You may have to toggle on Incarnate/Accolade powers in Mids' to see final numbers)

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Hasten still isn't quite perma, but it's closer. In any case, when Hasten's up, the attack chain is Headsplitter-Hack-Disembowel-pause 0.306s-Hack.

With our averaged crit rate (11.25%) and the two purple damage procs (and again, w/o accounting for misses), that's 154.49 DPS, 168.68 w/ Build Up @ 32.6s. Reactive Interface raises those numbers to 179.6 and 192.8 DPS, respectively.

But we also have -RES procs. With three chances to fire Achilles' Heel, and one chance to fire Fury of the Gladiator per attack cycle, our average -RES against a high-HP target is 14.48%. So our Reactive Interface DPS rises to 205.6, or 220.8 w/ avg Build Up contribution.

Endurance is a little dicier. Max End falls to 113.6, and recovery down to an average of 3.747 EPS (including PS proc). The attack chain costs 2.84 EPS, and avg toggle cost remains at 1.32 EPS. So our burn time is 272 seconds, or about four and a half minutes. That shouldn't be unworkable, mind you; chances are you're not going to face opponents that last longer than that very often, but it's worth noting that you have a lot less head room to account for spam-AoE situations.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Werner View Post
On TANKER Invuln, I'm pretty sure I'd be shooting for some decent Psionic defense, but then, on a Tanker, it's much easier to soft cap and more. I've been fiddling with Invuln/SS and Invuln/Dark builds for solo incarnate content, though I'm not happy with anything yet. Let's see... Invuln/Dark with one target in range, 59% SL, 53% FCEN, 32% meee, 29% ranged and AoE, 26% psionic. Eh, 11% psionic from sets. I guess that's all I figured I could get while working on other goals. But now that we're talking about it, why'd I crank fire and cold up so high? Maybe I can trade some of that for better psionic.
Those are some impressive numbers.

I guess we'll have to see what the solo Incarnate path entails. As things stand now, I'm personally of a mind that you're better off bringing your DEF values as even as you can (if any of them are lacking) than you are trying to push any group of them up to 59%. My theory is that if you're facing, say, a mixed spawn of IDF and Seers, you may feel like you'll have to pop a Luck for the psi attacks anyway, and if you're popping the Luck inspiration regardless you might as well get some mileage out of it on all vectors.

Also, fully saturated (Tanker) Invincie will give you very nearly the Incarnate soft cap if you start at ~45%. FWIW, I can fairly easily solo the collection phase of Lambda on my Tanker. The only real annoyances are Drain Psyche and the occasional Terrorize, both of which are (AFAIK) psi-typed.

As for the rest of Incarnate content, it's sorta pot luck. One of the reasons I ended up respeccing out of my extreme defensive Tank build is that I find you reach a point after which you're nearly immortal in any "traditional" content*. And almost no matter how much survivability you stack on top of that, you're pretty much screwed when the content doesn't obey the traditional rules. YMMV, as always.

Quote:
I'm going to need to track down your Invuln tanker build, Obitus. I'm curious to have a look. I was pretty much starting from scratch since I've never made top end Tankers and don't frequent the Tanker forums. I'm sure I have some room for improvement. I was going for perma Hasten, though (I'm a couple seconds off), for the additional damage output (Foot Stomping and Fire Balling like mad, double stacking Rage, that sort of thing) or survivability (Siphon Life). However, surely I'd be going for Rebirth now that that's an option, so spamming Siphon Life is less critical. I still would love damage, though, since I play my Tankers as Scrappers. Eh, anyway, I should have a look.
Don't want to go too far afield here, but the little arrow in the Iggy quote in my sig leads to the original, thought-experiment thread, and I think I actually PMed you one of the subsequent max-defense drafts at some point. Anyway, those builds were very rough, barely playable. What I'm using now is this:
  • 45+% S/L/N/E DEF
  • 38.2% F/C DEF
  • 32.1% Psi DEF (enough to cap w/ one Luck if you have the Vet Inspiration reward)
  • 80% global recharge (and Hasten)
  • 3,524 HP (about 10 from the cap)
  • 34 HP/sec regen before Rebirth (which at its worst will add (3524/240)*2 = 29ish HP/sec)
  • (assumes T3 Cardiac Alpha)
(All DEF numbers are without Hover, which is in the build but only because I wanted Fly/Afterburner for thematic reasons. For that reason alone, the build is slightly sub-optimal.)

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Attack chain is Jab-Haymaker-Mu Lightning-KO Blow-Haymaker-Mu Lightning. With a single instance of Rage, and our slotting, that's 143.58 DPS without accounting for misses or Rage's crash.

Toss in the 20% -RES debuff from Bruising, and that's 172.3 DPS. Toss in Reactive Interface, and Bruising DPS jumps to 209.22.

But we haven't accounted for Rage's crash. If we assume that we stop attacking for the duration of the crash, then the downside is that our DPS is modified by 120/130 = 0.923. The upside is that our attack-chain endurance drain is also reduced. So long story short, Reactive DPS w/ Bruising falls to 209.22 * 0.923 = 193.1.

Factoring in avg Recovery (incl. PS proc), toggle (incl. Hasten and Rage), and attack drain, burn time should be about 289 seconds. It's good enough for me, and I don't even have the best T3 Cardiac Alpha (took Partial Radial Revamp months ago for some reason I can't recall now, instead of the Total Core Revamp). YMMV.

TL;DR: The build feels very scrappy to me as it is, but if you don't want Fly I could see a lot of offensive improvement without compromising defense. With Rebirth Destiny, needless to say the survivability is obscene.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Vauluur View Post
What are some thoughts you all have of taking Leviathan Mastery for this Scrapper? My concern with it is it lacks an AoE attack, but Water Spout seems good and the pet is IMO the most useful available to Scrappers. It also has Hibernate. That could come in handy.
Don't have any personal experience with Water Spout, but I do have hundreds of hours logged with Tornado, and honestly I don't understand the Water Spout love on the forum. Back before the PvP revamp, I could understand falling in love with an autohit power, but for PvE purposes it seems to me that the chaos caused by Waterspout would be counterproductive on a melee character.

Then again, maybe I'm missing a critical difference between Water Spout and Tornado.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Don't have any personal experience with Water Spout, but I do have hundreds of hours logged with Tornado, and honestly I don't understand the Water Spout love on the forum. Back before the PvP revamp, I could understand falling in love with an autohit power, but for PvE purposes it seems to me that the chaos caused by Waterspout would be counterproductive on a melee character.

Then again, maybe I'm missing a critical difference between Water Spout and Tornado.
I may be wrong, but on City of Data it looks like Water Spout only has knockUP and not knockBACK despite the power description. If that's the case, it would be far more productive for a melee character to use than a clone of Tornado.


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

 

Posted

Quote:
Originally Posted by Vauluur View Post
I may be wrong, but on City of Data it looks like Water Spout only has knockUP and not knockBACK despite the power description. If that's the case, it would be far more productive for a melee character to use than a clone of Tornado.
Ah, ok. That does make a big difference.

Still, KnockUP on a mindless pet can be pretty chaotic too. If Water Spout is anything like Psionic Tornado, for instance (also KnockUP), it'll still spread mobs around a good bit. Personally, I'd rather build up my defenses to the point where I don't need that sort of extra panic-button utility, and then use a more traditional Patron AoE attack.

You'll get more damage out of Fireball or Ball Lightning or even Exploding Shuriken. If you want the Coralax pet then more power to you (there are some good IO bonuses in pet sets too), but for general purpose play I think your best bet is Mu or Blaze. Or you take Body Mastery for the extra end management, which opens up your Alpha choices.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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I always thought people who liked Water Spout on meleers as an extra source of ST DPS during AV fights (especially as you can also pick a regular pet in the same epic). Thought about it myself for that purpose, but ultimately never bothered to try it - can't live without CP!


 

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Quote:
Originally Posted by GavinRuneblade View Post
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?
My BS/DA chews through them pretty quick. I generally solo at +2or3/x5or6, and I fight a lot of Carnies (weak to my damage type).

I have a damage aura too though, so that might make a difference. You won't be matching the kill speed of AoE heavier sets, but you'll go along at a decent clip.


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.

 

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Originally Posted by ClawsandEffect View Post
My BS/DA chews through them pretty quick. I generally solo at +2or3/x5or6, and I fight a lot of Carnies (weak to my damage type).

I have a damage aura too though, so that might make a difference. You won't be matching the kill speed of AoE heavier sets, but you'll go along at a decent clip.
Something else that helps is temporary powers. I usually have a bunch of Hand Grenades that I use as an opener and then when everything stands back up they rush in and fall pretty quick to Whirling Sword and Slice.

I also used to carry around Shivans, so if I got stuck for some reason I could pull one of those guys out. With that amount of extra damage I zipped through mobs. Typically if I had to pull out a Shivan it lasted the entire mission. With the advent of the Lore slot, this is no longer necessary, as I just use that instead.

Of course, Judgement powers are nice too as they more or less wipe out all the minions in a spawn every few minutes.


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

 

Posted

Quote:
Originally Posted by Nihilii View Post
I always thought people who liked Water Spout on meleers as an extra source of ST DPS during AV fights (especially as you can also pick a regular pet in the same epic). Thought about it myself for that purpose, but ultimately never bothered to try it - can't live without CP!
That's a very good point.

Back before Incarnates, I would have said that's a great approach to take. Nowadays, eh. Interface gives everyone a healthy DPS boost (which is multiplied by pets, but less so by pseudo pets like Tornado/Water Spout), and Lore potentially gives everyone WTFUber DPS 1/3rd of the time.

Arguably, single-target DPS as a whole category of performance is much less valuable than it used to be; I like it because it's one of the simpler measuring sticks, but when push to comes to shove, if what you want is general-purpose performance, you can afford to skimp a little on the single-target DPS front.

TL;DR - It certainly wouldn't hurt to have Water Spout, but since it's mutually exclusive with a decent general-purpose Patron/APP AoE attack, I think someone like Vauluur would be happier with a different option.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build