Kat/DA thrifty soft-capped build... have some questions


ClawsandEffect

 

Posted

I haven't played much scrapper at high levels, usually play trollers & doms and I have no high level experience with DA. I came up with this build, soft capped to ranged and aoe, melee is only in the 20's but I have CoF up to -12% tohit, which I hope will be pretty much mean soft capped to melee with 1 Divine Avalanche.

The major questions I have are on other stats. I have +max end bonuses and went body app, but I assume end will be a problem. Is this true?

Also I have very little +rech. I can put in more LotG +rech (eventually), but my def will fall below the soft cap. Which is a better choice? DR is already at 16 sec recharge, I figure that is the main one I'd want to get +rech for.

I think I have a solid build and should suffice for the majority of content, but if I can make it really powerful easily, why not?

This guy is just more fun than I thought, I have a good concept/background and it seems relatively easy and cheap to make extremely powerful.

Here is the build:

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

Click this DataLink to open the build!

ghostly machine: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17)
Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(13), Erad-%Dam(13), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 4: Murky Cloud -- ImpSkn-ResDam/EndRdx(A)
Level 6: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(19), GSFC-ToHit(19), GSFC-Build%(21), GSFC-ToHit/EndRdx(21)
Level 8: Divine Avalanche -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/EndRdx(23), Mako-Acc/Dmg(23), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(25)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(15)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A)
Level 16: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg/Rchg(31), Nictus-Heal(31), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(33)
Level 18: The Lotus Drops -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
Level 20: Weave -- RedFtn-Def(A)
Level 22: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg(37), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 28: Death Shroud -- Erad-%Dam(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(40)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 32: Golden Dragonfly -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Rchg(40), Erad-Dmg(42), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42)
Level 35: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(36), SipInsght-Acc/Rchg(43), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-%ToHit(46)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(46), Zephyr-Travel/EndRdx(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/Rchg(50), Thundr-Dmg/EndRdx(50)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A)
------------
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/Acc(45), P'Shift-EndMod(45)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

Any advice or critique is appreciated.


 

Posted

Mids' links don't work for me. I wouldn't count on the -tohit, since it can be resisted. I'll post an older budget soft cap by Ramia Angriffe with a couple mods by Iggy Kamakaze. It probably needs to be updated for the incarnate world, but it's at least a point of comparison for you.

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"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Werner, thanks for the reply, I appreciate your input as you always seem to have good advice for folks.

I have seen that build and it seems to be the standard in my price range. I really like having a second aoe (GD is pretty narrow) and a place for the -res proc though.

I reworked my build, with input from the Ramia Angriffe/Iggy Kamakaze build. I also took slots I had in CoF out as it sounds like they could be better used elsewhere.

I was able to soft cap melee and aoe but ranged was only able to get to 44.9%... so close!

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dmg/EndRdx(48), Mako-Acc/Dmg(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-Acc/Dmg/Rchg(3), Achilles-ResDeb%(5), Achilles-DefDeb/Rchg(5), Achilles-DefDeb(17)
Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A)
Level 6: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-ToHit/Rchg(13), GSFC-ToHit(15), GSFC-ToHit/EndRdx(15)
Level 8: Divine Avalanche -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(9), P'ngFist-Acc/Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), DefBuff-I(11), DefBuff-I(13)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42)
Level 16: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(29), Nictus-Heal(37), Erad-Acc/Dmg/Rchg(37)
Level 18: The Lotus Drops -- Erad-%Dam(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34)
Level 20: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx/Rchg(29), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(27)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg(45), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45)
Level 28: Cloak of Fear -- Cloud-Acc/ToHitDeb(A)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(36), Erad-Dmg(39), Erad-%Dam(40)
Level 35: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 20.5% Defense(Fire)
  • 20.5% Defense(Cold)
  • 28% Defense(Energy)
  • 28% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 27.69% Defense(Ranged)
  • 28.63% Defense(AoE)
  • 9% Max End
  • 9% Enhancement(Accuracy)
  • 20% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 210.8 HP (15.75%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 20% (1.12 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 20% RunSpeed
  • 9% XPDebtProtection



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Close enough? Am I missing something critical in there? I feel like my build has more utility, might just be my playstyle though.

Also, I'm not sure what to grab for the last power... Soul Transfer, Hasten, Oppressive Gloom?


 

Posted

Quote:
Originally Posted by Mujrim_CoX View Post
Werner, thanks for the reply, I appreciate your input as you always seem to have good advice for folks.

I have seen that build and it seems to be the standard in my price range. I really like having a second aoe (GD is pretty narrow) and a place for the -res proc though.

I reworked my build, with input from the Ramia Angriffe/Iggy Kamakaze build. I also took slots I had in CoF out as it sounds like they could be better used elsewhere.

I was able to soft cap melee and aoe but ranged was only able to get to 44.9%... so close!

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dmg/EndRdx(48), Mako-Acc/Dmg(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-Acc/Dmg/Rchg(3), Achilles-ResDeb%(5), Achilles-DefDeb/Rchg(5), Achilles-DefDeb(17)
Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A)
Level 6: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-ToHit/Rchg(13), GSFC-ToHit(15), GSFC-ToHit/EndRdx(15)
Level 8: Divine Avalanche -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(9), P'ngFist-Acc/Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), DefBuff-I(11), DefBuff-I(13)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42)
Level 16: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(29), Nictus-Heal(37), Erad-Acc/Dmg/Rchg(37)
Level 18: The Lotus Drops -- Erad-%Dam(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34)
Level 20: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx/Rchg(29), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(27)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg(45), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45)
Level 28: Cloak of Fear -- Cloud-Acc/ToHitDeb(A)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(36), Erad-Dmg(39), Erad-%Dam(40)
Level 35: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 20.5% Defense(Fire)
  • 20.5% Defense(Cold)
  • 28% Defense(Energy)
  • 28% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 27.69% Defense(Ranged)
  • 28.63% Defense(AoE)
  • 9% Max End
  • 9% Enhancement(Accuracy)
  • 20% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 210.8 HP (15.75%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 20% (1.12 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 20% RunSpeed
  • 9% XPDebtProtection



Code:
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Close enough? Am I missing something critical in there? I feel like my build has more utility, might just be my playstyle though.

Also, I'm not sure what to grab for the last power... Soul Transfer, Hasten, Oppressive Gloom?
Honestly, 44.9% is probably more than enough for Ranged since you are a resist based armor set and a Scrapper (read: not a Tanker).

If I were you, I'd drop Cloak of Fear. Oppressive Gloom is a stun while Cloak of Fear is, well, a fear. Stuns are hard controls, and stunned enemies will not attack you when you hit them. That means when you hit an enemy who is stunned by Oppressive Gloom there is a 0% chance they will hit you back as opposed to the 5% chance from them attacking you through softcapped defenses. Not only that, Oppressive Gloom is virtually free to run (low end cost, and you can heal yourself with Dark Regeneration).

Speaking of Dark Regeneration, if you put a Theft of Essence proc in there it will have a chance to fire on every enemy you hit. If I could only buy one IO on a DA toon, this would be the one. It could make it commonplace to actually gain endurance from using Dark Regeneration and would greatly alleviate any endurance problems you may be having.

I'm too tired to load up Mids atm, but if you don't have Hasten you probably can't run the best attack chain for any length of time. I'd pick Hasten up in your build. If you are planning on going with Incarnate powers, you should probably pick up Spiritual or Musculature Alpha. Which one depends entirely on whether or not you can run the highest damage attack chain on single targets (read: AVs).


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

 

Posted

I wouldn't sweat the 0.12% missing Ranged defense. Cloak of Fear tends to need some slots to be playable. I think you're going to have some serious endurance problems, though Cardiac, which I'd recommend on Dark Armor, would probably fix things up nicely. You have a proper amount of knockback protection. Gambler's Cut is a better attack than Sting of the Wasp for most good attack chains. I'd really want the Achilles' Heel in Gambler's Cut, as you use it every other attack in the good chains.

I'd personally suggest against Oppressive Gloom. With soft-capped defenses, I suspect it'd normally do more damage than it prevented. So I'd either slot Cloak of Fear to usability, or I'd just get by without a mez aura. Or go ahead and take Oppressive Gloom, but only turn it on when you're debuffed enough that you're taking a lot of minion damage.

More later, maybe. My bed is calling my name.


"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 Vauluur View Post

If I were you, I'd drop Cloak of Fear. Oppressive Gloom is a stun while Cloak of Fear is, well, a fear. Stuns are hard controls, and stunned enemies will not attack you when you hit them. That means when you hit an enemy who is stunned by Oppressive Gloom there is a 0% chance they will hit you back as opposed to the 5% chance from them attacking you through softcapped defenses. Not only that, Oppressive Gloom is virtually free to run (low end cost, and you can heal yourself with Dark Regeneration).
I would not agree with this.


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Posted

Quote:
Originally Posted by Desmodos View Post
I would not agree with this.
I would.

Slots are at a premium on a soft-capped DA build, and the damage done by Oppressive Gloom is negligible. If you're soft-capped you're not going to be taking much damage from anywhere else, so the 6 damage per enemy affected by OG isn't going to be putting you in any danger of defeat. And usually the regeneration offered by Health and Physical Perfection is enough to stop your health from dropping.

The only problem I've ever had with Oppressive Gloom is the minions wandering around, but I kill them so fast they usually don't get very far. And if you're like my wife and I and run a PAIR of DA characters, you can stun LTs and bosses as well by stacking them.

We've disagreed on this issue so many times it's practically a requirement for a Dark Armor thread at this point.

I don't like Cloak of Fear because of the high end cost and low accuracy of the power. If one or both of those were changed I may think differently of it. But as it stands, it just requires too much slotting before it's useful for me to be interested in it.

As far as the builds go, they don't look that dissimilar from my own BS/DA build. I concur on the Theft of Essence +End though, the benefits to that particular IO are HUGE.

I also agree with Werner on Gambler's Cut over SotW.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
...If you're soft-capped you're not going to be taking much damage from anywhere else...
That's kind of my point. If you're soft capped, you'll be taking negligible damage from most minions. Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing. So I kind of see your reasonable options like this:
  1. slot up Cloak of Fear enough to make it usable (difficult due to slotting pressures)
  2. take Oppressive Gloom with the default slot and use it situationally
  3. skip your mez auras
And lest any passers by forget, we're talking about a soft capped, IO'd out build. Oppressive Gloom is an amazing power on most builds, a one slot wonder, and is obviously even arguably good in this case (even if I'd argue against it). Great, great power.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Werner View Post
That's kind of my point. If you're soft capped, you'll be taking negligible damage from most minions. Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing. So I kind of see your reasonable options like this:
  1. slot up Cloak of Fear enough to make it usable (difficult due to slotting pressures)
  2. take Oppressive Gloom with the default slot and use it situationally
  3. skip your mez auras
And lest any passers by forget, we're talking about a soft capped, IO'd out build. Oppressive Gloom is an amazing power on most builds, a one slot wonder, and is obviously even arguably good in this case (even if I'd argue against it). Great, great power.
I'd like to clarify that I agree with these options. I was tired when I was posting and I neglected to mention that OG would be situational on a softcapped build anyway. Regardless of how many slots you put in Cloak of Fear, I don't think it will be as useful as the situational application of OG for this build. CoF just costs so much endurance to apply a status effect that really isn't as useful in most cases IMO as the stun from OG. With a lower end cost or higher accuracy (as Claws said) it might be more worth it.


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

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post

We've disagreed on this issue so many times it's practically a requirement for a Dark Armor thread at this point.
Which is why I did not want to go into an explanation. I didn't want to derail yet another Dark Armor thread with this debate... not that I don't enjoy them.

Quote:
Originally Posted by Vauluur View Post
I'd like to clarify that I agree with these options. I was tired when I was posting and I neglected to mention that OG would be situational on a softcapped build anyway. Regardless of how many slots you put in Cloak of Fear, I don't think it will be as useful as the situational application of OG for this build. CoF just costs so much endurance to apply a status effect that really isn't as useful in most cases IMO as the stun from OG. With a lower end cost or higher accuracy (as Claws said) it might be more worth it.
This is a valid argument and a choice everyone who plays any Dark Armor build needs to make.. While I personally favor Cloak of Fear (obviously), if you are unwilling/unable to invest the slots into it, CoF will not be effective. Un-slotted, Oppressive Gloom is the superior choice. After two slots, CoF becomes the superior choice, particularly on a build that pursues defense bonuses. Of all the primaries Dark Armor can be paired with, Katana and Broadsword make Cloak of Fear the most effective.

IMHO, it's worth it to invest the slots into CoF.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Great advice in here. I feel like this build is coming together.

Switching GC for SotW is no problem. I really didn't look at a sustainable attack chain, just getting capped.

The +end proc sounds like a winner. But where to pull the slot? The only real possibility I can see is from death shroud. I think that is the only spot that will leave my defenses intact. Is the damage proc better there than the +dmg IO?

I'm leaning toward taking OG, just as an emergency mitigation power for low end situations. Only 1 slot for it, but it only needs one, so should come in handy when needed. I have return to battle for a rez (no real need for ST) and I might drop CoF and get hasten too. Seems without slots to devote, hasten would give me more utility out of the box.


 

Posted

Drop both and pick up another travel power for the KB IO..



Take 2 slots from CJ and place it on the new travel power and put in LotG +rech in CJ. That should get you softcap.


 

Posted

Quote:
Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing
How cute, worrying about Sappers with /DA.

The least scary enemy in the entire game for that secondary.


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Free us from thought and responsibility
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Then do them
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Posted

Quote:
Originally Posted by Mujrim_CoX View Post
Great advice in here. I feel like this build is coming together.

Switching GC for SotW is no problem. I really didn't look at a sustainable attack chain, just getting capped.

The +end proc sounds like a winner. But where to pull the slot? The only real possibility I can see is from death shroud. I think that is the only spot that will leave my defenses intact. Is the damage proc better there than the +dmg IO?

I'm leaning toward taking OG, just as an emergency mitigation power for low end situations. Only 1 slot for it, but it only needs one, so should come in handy when needed. I have return to battle for a rez (no real need for ST) and I might drop CoF and get hasten too. Seems without slots to devote, hasten would give me more utility out of the box.
If I have time, I'll play with your build and see what I can come up with. I'm 99% positive you can softcap without Hover and the BotZs you have in it (I did), and I can probably get you some more HP and accuracy as well. (my build is in the 1900 HP range, which is pretty good for a scrapper without a +HP power)

My build actually has Soul Transfer in it, which has 3 Eradication in it. I'll have to look at my build and see what I did with it. It's changed quite a bit since I last posted it.

Also, I like 2 slotting OGloom for 2 Stupefy (or 2 Absolute Amazement if you can afford them) for the Recovery bonus it gives. I only have endurance problems during AV fights these days.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Matuse View Post
How cute, worrying about Sappers with /DA.

The least scary enemy in the entire game for that secondary.
Yeah, it occurred to me after I wrote it that it was a poor example for this particular case, but I was lazy and amused by my own stupid, so I left it in.


"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

I like CoF on brutes, it'll fear lts for the brute, or at least it did last time I played it on a brute (many issues ago). I don't know why it's lower mag on a scrapper.

On the scrapper I'd either go OG, or just use my slots somewhere else altogether.

One slotted, COF isn't very useful.

Steal a slot for chance of +endurance in Dark Regen may be useful.

I'm thinking This is also a perfect example of a build where I'd probably suck it up and just buy the PvP Defense IO, free up all kinds of room in the build for other things.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
I like CoF on brutes, it'll fear lts for the brute, or at least it did last time I played it on a brute (many issues ago). I don't know why it's lower mag on a scrapper.

On the scrapper I'd either go OG, or just use my slots somewhere else altogether.

One slotted, COF isn't very useful.

Steal a slot for chance of +endurance in Dark Regen may be useful.

I'm thinking This is also a perfect example of a build where I'd probably suck it up and just buy the PvP Defense IO, free up all kinds of room in the build for other things.
The "official" reasoning for that is probably the fact that Brutes will theoretically have more aggro than Scrappers in a team environment. Of course, that would only be valid if the Tanker set has the Brute version of CoF. I'm a bit too lazy at 1:16 AM to look that up.


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

 

Posted

Quote:
Originally Posted by JayboH View Post
Wouldn't Vigor Radial make more sense than Cardiac though?
I don't think it would. It could be argued for if CoF were to stay in the build, but I think removing CoF and going with Cardiac Core is the best bet. Cardiac Core gives a stronger endurance reduction and also increases resistance.


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