TW/Elec - Is it possible?
Is there a reason why you're going Scrapper instead of Brute for this combo? Apparently there is no redraw issue using Gloom with momentum, and the Brute's taunt effect would be better for the AOE nature of TW. Electric Armor is such a durable set that I don't see Shadow Meld being worth the tradeoff, but that's just my opinion.
Is there a reason why you're going Scrapper instead of Brute for this combo? Apparently there is no redraw issue using Gloom with momentum, and the Brute's taunt effect would be better for the AOE nature of TW. Electric Armor is such a durable set that I don't see Shadow Meld being worth the tradeoff, but that's just my opinion.
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Without Shadow Meld I can't see a brute having enough survivability to do so outside of Power Surge which I would rather avoid using.
Actually I think Shadow Meld is so good that it makes resistance sets in general work better on a scrapper than a brute.
*This was +1 level boost so they were +3's iirc.
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Aside from hating fury with a passion the whole reason I am making this toon is because in i-trials my 45% softcapped Elec/SD wasn't survivable enough to solo crates* (Despite the at the time 30+ billion build) and that annoyed the life out of me (Enough to quit the game for a few months after seeing the unresistable damage in keyes on top of that).
Without Shadow Meld I can't see a brute having enough survivability to do so outside of Power Surge which I would rather avoid using. Actually I think Shadow Meld is so good that it makes resistance sets in general work better on a scrapper than a brute. *This was +1 level boost so they were +3's iirc. |
I'm 99% sure that a Titan/Elec can softcap all positions w/ the help of defensive sweep and still have adequate global recharge and no gimped enhancement values. I have done it on Katana/Dark Armor (same principle) but unfortunately Mids is not allowing DS to be toggled on with +def values shown and I'm unable to work without mids displaying all info properly (I'm lost without it.)
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The optimal single target attack chain uses Crushing Blow (RA>FT>CB>AoD>FT>Repeat). Ideally I would just have Defensive Sweep for an LoTG mule since it has far too low DPA to really use (Despite it being AoE) and I don't need the extra defence due to Shadow Meld, or Power Surge if I get debuffed too far.
I will buy a few but not too many, however even putting everything at +5 in mids doesn't seem to let me free up any slots because most things are slotted for defence bonus'. If the build had more defence powers that would be buffed by the +5 enhancements it would have a bigger effect. As for Incarnate powers I really need the endurance modification and the defence buffs as well as the recharge. Losing the defence buffs would mean having to find an extra 1% defence across the board which isn't easy. Muscalature is awesome, so will be the second one I pick up for when I can do without the defence, having to use Power Sink more often and the gaps it would make in my attack chain would make the damage less useful, but I think it would still work out as an increase - it just isn't for everyday situations imho. It would be interesting to see how much damage I could do in the duration of a single Power Surge though while running Muscalature. 1 - Defensive Sweep has poor DPA and I plan on AV soloing with this build so Crushing Blow is needed for my attack chain. 2 - I normally 5 slot and miss the pure damage IO out but the extra damage from the 6th slot was just too good to pass up (See point 3). 3 - I was thinking you might be right - and considered swapping the whole ATIO set into Follow Through and moving 5 Hecatomb's over to Rend Armor. With the new pay2win proc I think it will be almost a 100% proc rate (Haven't checked what recharge a 4.5ppa proc needs yet). But I think having 2 chances for the Hecatomb proc to go off is an overall DPS bonus. Once I check the PPA proc rate in each power I will make the decision because DPS>2.5% s/l resist. 4 - They just happen to be close because of the sets I have had to take, I didn't pick anything for its typed defense at any point. 5 - Multistrike was the very last set in the build and was needed for the specific bonus' it gives. I can get better values on the other sets but it is both AoE and Melee that I needed and can't seem to find another way around it. |
2) to put a little more survivalbility to your build remove hami-o's from your defensive powers and replace them with LoTG def/end ones than pump all defensive enhancements to +5 you get same result only this time you get more hp thanks to lotg 3 piece bonuses.
Why no decent slotting in powersink and lightning field? It doesn't matter what defense you have if the mobs trying to hit you have no end.
t4 Barrier and league buffs would be enough to cover you 90% of the time. Adding Shadow Meld to the mix is overkill on a build that already softcaps positions, and you shouldn't need Ageless DDR on Incarnate trials anyways so there's really no reason not to use Barrier playing ELA on trials.
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You can't grasp my hatred for being forced into large groups despite the game being made for 8 man teams for 7 years ...
DS will also serve the dual purpose of contributing to your momentum so try to think of it as a +def click power with a +momentum and minor damage benefit. From that perspective it looks pretty good. Also playing a Brute means you get Gloom and I'm sure a high DPS chain including DS and Gloom could be worked out easily.
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DS will also lose me damage in every situation, because although it is faster than Shadow Meld I can cast Shadow Meld while in between spawns, and should never need it mid fight.
DS also doesn't help take an alpha, which is the only real time this scrapper should have a chance of getting killed.
(Seeing how many times I use the word hate, it could be that I am a brute in real life so want to play something different lol)
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I can see your points for point 2 and 3 but I was going to suggest removing acc/rech one since you already have agility you don't need more recharge (unless you found a good attack chain that needs that much recharge) and you have more than enough global accuracy bonuses. Well I am not sure about your attack chain however so it is jusy a guess and there is the fact that you will be using energise, power sink, hasten and most importantly shadow meld constantly.
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For Energise and Hasten there is a slight gap in my attack chain where I will be able to squeeze them in without missing too much DPS. Power Sink is another matter but I shouldn't need that too often,
Shadow Meld will only be used while going from one mob to another, and can be cast on the move
Good catch! Will check in mids but if it is true then I will do this
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Why no decent slotting in powersink and lightning field? It doesn't matter what defense you have if the mobs trying to hit you have no end.
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I have played around with Power Sink and ideally would have it 2 slotted with +5 EndMod IO's but there are no slots that I feel I can afford to move there.
It would also mean I had to change my playstyle to use Power Sink offensively, which I would rather not do. It is purely a recovery power for me that just happens to give me another mitigation option if I feel I need it.
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As Kangstor suggested the HO's have been replaced with +5 Def/End IO's:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Yvi: Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17)
Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
Level 4: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(21)
Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(50)
Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dam%(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40)
Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
Level 12: Static Shield -- GA-3defTpProc(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Rend Armor -- SScrappersS-Acc/Dmg(A), SScrappersS-Rchg/+Crit(19), Achilles-ResDeb%(19), SScrappersS-Acc/Dmg/Rchg(37), SScrappersS-Dmg/EndRdx/Rchg(37), SScrappersS-Acc/Dmg/EndRdx/Rchg(39)
Level 20: Boxing -- Empty(A)
Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(45)
Level 24: Tough -- GA-ResDam(A)
Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(45)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29), LkGmblr-Def(29), SW-ResDam/Re TP(40)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Power Sink -- EndMod-I(A)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Moonbeam -- HO:Nucle(A)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 47: Power Surge -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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One consideration from the last discussion is the slotting in Follow Through and Rend Armor.
I currently have 6 Hecatomb's in Follow Through and 5 of the ATIO set in Rend Armor, with the PPM Hecatomb proc having a 100% chance in Rend Armor that looks a good place, but it has an ~80% chance in Follow Through, which is used twice in each chain so is the best place for it.
I could swap the 5 ATIO's for the rest of the Hecatomb set though, and each power will still have enough accuracy, but the difference in damage is ~1 (Not 1 dps, just 1) and the recharge boost only closes the gap by .01 seconds, while I lose out on 5% toxic resistance.
I am thinking the toxic resistance wins out, but I am not sure yet.
British by act of union, English by grace of God, Northern by pure good fortune!
One consideration from the last discussion is the slotting in Follow Through and Rend Armor.
I currently have 6 Hecatomb's in Follow Through and 5 of the ATIO set in Rend Armor, with the PPM Hecatomb proc having a 100% chance in Rend Armor that looks a good place, but it has an ~80% chance in Follow Through, which is used twice in each chain so is the best place for it. I could swap the 5 ATIO's for the rest of the Hecatomb set though, and each power will still have enough accuracy, but the difference in damage is ~1 (Not 1 dps, just 1) and the recharge boost only closes the gap by .01 seconds, while I lose out on 5% toxic resistance. I am thinking the toxic resistance wins out, but I am not sure yet. |
And that was taking the current 33% proc chance into account, the numbers will swing even more in favour of this slotting if they release the PPM Hecatomb proc as planned.
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I have also recently been pointed in the direction of Ageless, which will probably sort all my endurance issues while also providing enough recharge to still run the chain, which leaves the door open for Musclature!
I will leave that to in game testing to see which one works best because I can't be bothered to do the maths on the dimishing returns from Ageless. Though I suspect that at the tail end I will have gaps in the attack chain, which will be more than made up by the damage previously caused by Muscalature.
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Out of curiosity, why are you opting for Crushing Blow over Defensive Sweep? I know you have lots of Defense in your build as it is, but you have no Def debuff resistance. Is there an optimal attack chain reason for it?
As for Incarnate powers I really need the endurance modification and the defence buffs as well as the recharge. Losing the defence buffs would mean having to find an extra 1% defence across the board which isn't easy.
Muscalature is awesome, so will be the second one I pick up for when I can do without the defence, having to use Power Sink more often and the gaps it would make in my attack chain would make the damage less useful, but I think it would still work out as an increase - it just isn't for everyday situations imho. It would be interesting to see how much damage I could do in the duration of a single Power Surge though while running Muscalature.
1) TW is better with AoE so I would suggest getting defensive sweep first and slot it well it is also a power that boosts your defense and recharges fairly fast
2) You don't need to six slot hecatomb that much of toxic res won't change anything significant and it will allow you to share a slot.
3) Rend is not best place for scrapper ATO for two reason. You wan't it either 3-3 in two powers or all 6 in one power unlike toxic, s/l is everywhere and even %.25 res makes a difference.
4) focus on either positional or typed defense your build have numbers too close with each other.
5) Instead of multistrike either get eradication or obliteration defense bonuses are better in either and both of them have more useful set bonuses than multistrike.
2 - I normally 5 slot and miss the pure damage IO out but the extra damage from the 6th slot was just too good to pass up (See point 3).
3 - I was thinking you might be right - and considered swapping the whole ATIO set into Follow Through and moving 5 Hecatomb's over to Rend Armor. With the new pay2win proc I think it will be almost a 100% proc rate (Haven't checked what recharge a 4.5ppa proc needs yet). But I think having 2 chances for the Hecatomb proc to go off is an overall DPS bonus. Once I check the PPA proc rate in each power I will make the decision because DPS>2.5% s/l resist.
4 - They just happen to be close because of the sets I have had to take, I didn't pick anything for its typed defense at any point.
5 - Multistrike was the very last set in the build and was needed for the specific bonus' it gives. I can get better values on the other sets but it is both AoE and Melee that I needed and can't seem to find another way around it.
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