Critique: Dark/Dark Scrapper


Desmodos

 

Posted

Hi all,

I have a Dark/Dark scrapper (named "Darkheart", lol) and I was wondering if anyone might have some advice as for slotting this character. I don't have Mid's on this computer, so I can't post anything from there, but I'm looking to counter the endurance drain, reduce recharge, and give decent damage from this build. It seems dark/dark is a big drag on endurance.

Any advice on this kind of build would be welcome.


 

Posted

This is the Mid's Build I was toying with.

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

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Shadow Punch -- T'Death-Dam%(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-ToHitDeb(39), SipInsght-Acc/ToHitDeb(39)
Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx(5), TtmC'tng-ResDam(42), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
Level 2: Smite -- Hectmb-Dam%(A), Hectmb-Dmg(7), Hectmb-Dmg/EndRdx(7), SipInsght-ToHitDeb(39), SipInsght-Acc/ToHitDeb(40), SipInsght-ToHitDeb/EndRdx/Rchg(40)
Level 4: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 6: Shadow Maul -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Dmg(11), Cloud-ToHitDeb(40), Cloud-%Dam(42), Cloud-Acc/ToHitDeb(42)
Level 8: Murky Cloud -- Aegis-Psi/Status(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(50)
Level 10: Touch of Fear -- Abys-Dam%(A), Cloud-%Dam(15), Cloud-ToHitDeb(15)
Level 12: Obsidian Shield -- GA-ResDam(A), GA-End/Res(17), GA-Res/Rech/End(17), GA-RechEnd(50)
Level 14: Siphon Life -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Cloud-ToHitDeb(25), Cloud-Acc/ToHitDeb(27), Cloud-%Dam(27)
Level 16: Dark Regeneration -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/Rchg(21), Armgdn-Dmg(23), Armgdn-Dmg/EndRdx(23), Armgdn-Acc/Rchg(25)
Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg(34)
Level 20: Cloak of Darkness -- SW-Def/EndRdx(A), SW-Def(34), SW-Def/Rchg(36)
Level 22: Teleport -- TSM'n-Stlth(A)
Level 24: Teleport Foe -- TSM'n-Rng(A)
Level 26: Soul Drain -- FotG-Acc/Dmg(A), FotG-Dam/Rech(29), FotG-Dam/End/Rech(29), GSFC-ToHit(31), GSFC-ToHit/Rchg(31), GSFC-ToHit/EndRdx(31)
Level 28: Cloak of Fear -- U'spkT-Fear/Rng(A)
Level 30: Team Teleport -- TSM'n-Rng(A)
Level 32: Midnight Grasp -- GravAnch-Immob(A), GS-Acc/Dmg(48), GS-Dam/Rech(48), GS-Dam/End/Rech(50)
Level 35: Oppressive Gloom -- Amaze-Stun/Rchg(A)
Level 38: Soul Transfer -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Rchg(46), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(48)
Level 41: Torrent -- Ragnrk-Dmg(A)
Level 44: Night Fall -- Posi-Acc/Dmg(A)
Level 47: Tenebrous Tentacles -- JavVoll-Dam/Rech(A)
Level 49: Dark Blast -- Apoc-Dmg/Rchg(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/EndRedux(A), Panac-Heal/+End(37), Panac-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(36)
Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run



I wanted to go dark/dark/dark for the scrapper. Any ideas are welcome.


 

Posted

For future reference, you'll get a better response if you include the data chunk when posting a build. Not everyone can use the links effectively.

I see several issues here, but I can't offer a full critique without a data chunk. These comments are based solely one what I can see in your actual post.

Dark Regeneration is poorly slotted. Purple sets are wasted there and offer minimal benefit. You REALLY want a Theft of the Essence unique in Dark Regeneration, it has a tremendous impact on endurance management. I recommend using 2 additional TotE in Dark Regeneration for the max End bonus, which also helps with endurance management. I franken-slot the last three slots with Touch of Nictus; Acc/end/rech and two end/rech/heal from any heal set.

Siphon Life is incorrectly slotted. On a DM/DA build, SL should be slotted as an attack, not for heals. SL is a crucial component of Dark Melee's single target damage out put.


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Posted

What Desmodos said. Slotting for Dark Regen should prioritize end reduction and recharge, with enough accuracy to hit reliably. The heal is already large enough that it won't need much additional heal enhancement. The damage, while a nice bonus, is piddly enough that I'd consider putting purples in there a waste of inf, especially since A) you've short slotted both Siphon Life and Midnight Grasp for damage, and B) You're not going for the "good" 10% recharge set bonus (you can get extra recovery from a variety of other sources).

Siphon Life is often best frankenslotted to maximize heal and damage, as it's one of your hardest-hitting attacks.

I personally wouldn't waste the 3 slots in Shadow Punch, Smite and Shadow Maul to enhance to-hit debuff - that's 3 slots per power that *aren't* going to things like damage or recharge (or extra damage from procs) to gain something like 2-3% debuff.

Midnight Grasp is short slotted. It's one of your best attacks, so you want to cap damage and possibly add recharge as well. It's also got less than an SO's worth of accuracy, so anything uplevel or with -tohit is going to be a big problem unless Soul Drain happens to be up.

Oblits are not normally the best choice for Death Shroud, as the set contains very little end reduction, and the toggle is expensive. I tend to frankenslot damage auras using 3 Eradication as the base, which also helps with Energy/Negative Energy defense.

Dark Embrace is overslotted. Most resist shields are fine with 3-4 slots; the 6 slots here is wasted, especially since you don't have a lot of other melee defense bonuses to stack with.

Cloak of Fear is wasted with a single slot - it has horrible base accuracy and costs as much end as Death Shroud.

Soul Transfer is ridiculously overslotted unless you plan on dying all the time. (This simply shouldn't happen with a decent Dark/Dark build.)

You have a bunch of purples and PvP IOs sitting there not doing very much. This is a highly expensive investment for very little return on performance.

Most high-end dark builds tend to either stack defense (for more layers of mitigation) or prioritize recharge (so Dark Regen comes up faster), or both. This aids survivability so much it's almost ridiculous. I'm not sure what exactly you were going for here, but you may want to redo the build with a clearer goal in mind, and use purples and PvP IOs only where they'll do the most good.