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Very true. but to offset the proc effects on overall enhanced dmg I will be using musculature core which adds 45% dmg to all powers.
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Thanks for this information. I really appreciate it.
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That's pretty interesting. Does that rule hold up between softcap and hardcap (40-45%)? Or is there a diminishing returns effect?
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That makes more sense lol but Maneuvers is there for the Shield Wall 4 (+HP and energy res) slot while not loosing the other LotG recharge procs in the build.
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This is the revised build trying to increase the amount of energy resistance on the build. Also switched the enhancements on mallet and heavy mallet so that now mallet has the crit strikes proc in it. In play it triggers quite often. Still debating on the Hybrid Incarnate between Clarion Radial and Barrier Core. Stone/Stone Scrap build 2.0
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@Hew Normally I would agree, but the recharge is good enough that you only have room for 3 ST attacks. And cast time for Hurl boulder is rather long for a ST rotation. Remember tactics provides res to confuse and fear +to hit. Stone armor doesn't have protection against fear. Some is better than none. Current ST Rotation with the changes I made is: Mallet (w/crit strike proc)(autocast), Fault (-res proc), Mallet (w/crit strike proc)(autocast), Seismic Smash, Mallet (w/crit strike proc)(autocast),Heavy Mallet - Repeat Current AOE Rotation - Fault, Tremor
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Thanks everyone for the clarification on the defense formula. For years I have operated under the wrong assumption. Go figure lol @Erratic1 Thanks for the redo on the build. It looks really interesting, but the lower energy / neg energy resistance is a big bummer. That fact became very apparent today when I ran a MLTF and our tank died to Recluse. I was able to offtank long enough to get our tank back up, but not before almost getting onshotted by Recluse. Went from Full 2409 Hp to 2% health in one hit. Any other ideas on how to increase energy/neg energy resistance up? As a scrapper I don't mind around 50% in resistances with all the def this set brings and having Earths embrace on a quick timer to get health back up + regen.
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I chose the unbreakable set for two reasons: the energy/negative resistance and the melee defense. Most endgame content especially itrials deal energy dmg and Stone Armor has very little of that type of res so we need to make up for that with set bonuses. As for chasing melee defense, my understanding of the formula for enemy attacks has two checks for beating your defenses: Type of Attack ( melee, ranged, aoe), type of dmg (smash, lethal, energy negative energy, fire, cold, psychic). So by getting both checks for defense to soft cap, increases your chances of avoiding the dmg totally. Since I'm a scrapper, I'm in melee so getting melee def to soft cap or as close to it as possible is ideal. Example with current build (melee soft cap def, dmg type soft cap def) Enemy Attack: Punch (melee, smash)- Has to beat two defense checks to hit Me. My melee defense and my smash defense. Both are high so little chance to hit. Enemy Attack: Gunshots (ranged, lethal) - With low range def, the attack has higher chance to beat this def check, but even if it does it also has to beat my lethal def check to do dmg. The current meta for min/maxing a characters performance includes procs. I don't think anyone knows how drastic those changes will be nor when and if those changes will be implemented. So when it happens it happens and I will adjust accordingly on all my toons. No sense in worrying about something that you can't control or predict. If the argument is about saving influence, its irrelevant. Influence is easy to make and we get plenty of /respecs to make changes. I like to make my characters the very best that they can be.
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So I built out my scrapper based on the last build with procs that I posted and so far it feels good. My concern is the energy/negative energy dmg i get during end game content. Even with soft capped energy def, my health gets chunked by only having 37% energy res. The other change I'm considering is swapping the enhancements from heavy mallet to mallet so that I don't misuse the crit proc. Mallet comes back twice as fast as heavy mallet, so the crit proc on heavy mallet, gets used by mallet and not siesmic slam. Current rotation is: Mallet, Heavy Mallet (crit proc), Seismic Slam, Mallet, Heavy Mallet, Fault Proposed rotation w/ swapped enhancements: Mallet (crit proc), Heavy Mallet, Mallet (Crit Proc), Seismic Slam, Mallet (crit Proc), Fault -Mallet would be Autocast. Hasten has a 90 sec cd which i can manually click with ease. Mallet in this case would be more like a DOT of constant dmg.
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Thanks for the replies. I slotted the wrong scrapper ATO on Mudpots, so thanks for the heads up. Hurl boulder is too slow for my taste as the recharge I have in the build is enough to use both mallet and heavy mallet in the same time it takes to hurl a boulder. The benefit of having the ranged as you say is with the winter set that gives another +5% def to melee if I'm not mistaken. I'll make another build with it and see what it looks like. Ideally I would like to slot Fury of the Gladiator proc in tremor to stack the -res debuff with annihilation proc but that would mean I would be bouncing enemies everywhere. This is normally how I would set up the build without a ranged attack. This Hero build was built using Mids Reborn 3.1.1.2 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Brock Hard: Level 50 Mutation Scrapper Primary Power Set: Stone Melee Secondary Power Set: Stone Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Stone Mallet (A) Hecatomb - Damage (11) Hecatomb - Accuracy/Damage/Recharge (13) Hecatomb - Accuracy/Recharge (13) Hecatomb - Damage/Endurance (15) Hecatomb - Chance of Damage(Negative) Level 1: Rock Armor (A) Shield Wall - Defense (9) Shield Wall - Defense/Endurance (11) Shield Wall - Defense/Recharge (31) Shield Wall - Defense/Endurance/Recharge Level 2: Stone Skin (A) Unbreakable Guard - Resistance (5) Unbreakable Guard - Resistance/Endurance (5) Unbreakable Guard - RechargeTime/Resistance (7) Unbreakable Guard - Resistance/Endurance/RechargeTime (7) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Luck of the Gambler - Defense Level 4: Heavy Mallet (A) Superior Critical Strikes - Accuracy/Damage (15) Superior Critical Strikes - RechargeTime/+50% Crit Proc (34) Explosive Strike - Chance for Smashing Damage (34) Gladiator's Strike - Chance for Smashing Damage (37) Touch of Death - Chance of Damage(Negative) (50) Force Feedback - Chance for +Recharge Level 6: Earth's Embrace (A) Preventive Medicine - Heal (42) Preventive Medicine - Heal/Endurance (43) Preventive Medicine - Heal/RechargeTime (45) Recharge Reduction IO Level 8: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Fault (A) Annihilation - Accuracy/Damage (37) Annihilation - Damage/RechargeTime (37) Annihilation - Accuracy/Damage/Endurance (39) Annihilation - Accuracy/Damage/Endurance/RechargeTime (39) Annihilation - Chance for Res Debuff (50) Force Feedback - Chance for +Recharge Level 12: Mud Pots (A) Superior Scrapper's Strike - Accuracy/Damage (45) Superior Scrapper's Strike - Damage/Recharge (46) Superior Scrapper's Strike - Accuracy/Damage/Recharge (46) Superior Scrapper's Strike - Damage/Endurance/Recharge (46) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (50) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 14: Super Jump (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 16: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Reactive Defenses - Scaling Resist Damage (17) Shield Wall - +Res (Teleportation), +5% Res (All) Level 18: Rooted (A) Preventive Medicine - Heal (19) Preventive Medicine - Heal/Endurance (19) Preventive Medicine - Endurance/RechargeTime (21) Preventive Medicine - Heal/RechargeTime (21) Preventive Medicine - Heal/RechargeTime/Endurance (25) Preventive Medicine - Chance for +Absorb Level 20: Seismic Smash (A) Gladiator's Strike - Accuracy/Damage (23) Gladiator's Strike - Chance for Smashing Damage (25) Touch of Death - Chance of Damage(Negative) (33) Hecatomb - Damage/Recharge (33) Ghost Widow's Embrace - Chance of Damage(Psionic) (33) Neuronic Shutdown - Chance of Damage(Psionic) Level 22: Crystal Armor (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense (43) Power Transfer - Chance to Heal Self (43) Performance Shifter - Chance for +End Level 24: Boxing (A) Empty Level 26: Tough (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - RechargeTime/Resistance (31) Gladiator's Armor - TP Protection +3% Def (All) (40) Steadfast Protection - Resistance/+Def 3% Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense Level 30: Minerals (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense Level 32: Tremor (A) Superior Avalanche - Accuracy/Damage (34) Sudden Acceleration - Knockback to Knockdown (40) Superior Avalanche - Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 35: Brimstone Armor (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 38: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 41: Conserve Power (A) Endurance Reduction IO Level 44: Physical Perfection (A) Performance Shifter - Chance for +End (45) Power Transfer - Chance to Heal Self Level 47: Maneuvers (A) Shield Wall - Defense (48) Shield Wall - Defense/Endurance (48) Shield Wall - Defense/Recharge (48) Shield Wall - Defense/Endurance/Recharge Level 49: Tactics (A) Endurance Reduction IO Level 1: Critical Hit Level 1: Brawl
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Meta Brawler started following New Stone/Stone Scrapper Build doubts
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Morning folks. I've been toying around in Mids to finally IO out this scrapper but I have doubts. I usually like to proc attacks for max dmg but mids is telling me that the dmg from certain procs doesn't add up correctly or even make it worth it. Leveling up this build was an end monster so I slotted for that to cover end and health without the need for Ageless. This is the current IO plan but I would welcome suggestions. This Hero build was built using Mids Reborn 3.1.0.10 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Brock Hard: Level 50 Mutation Scrapper Primary Power Set: Stone Melee Secondary Power Set: Stone Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Stone Mallet (A) Touch of Death - Accuracy/Damage (11) Touch of Death - Damage/Endurance (13) Touch of Death - Accuracy/Damage/Endurance (13) Touch of Death - Damage/Endurance/Recharge (15) Touch of Death - Chance of Damage(Negative) Level 1: Rock Armor (A) Shield Wall - Defense (9) Shield Wall - Defense/Endurance (11) Shield Wall - Defense/Recharge (31) Shield Wall - Defense/Endurance/Recharge Level 2: Stone Skin (A) Unbreakable Guard - Resistance (5) Unbreakable Guard - Resistance/Endurance (5) Unbreakable Guard - RechargeTime/Resistance (7) Unbreakable Guard - Resistance/Endurance/RechargeTime (7) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Luck of the Gambler - Defense Level 4: Heavy Mallet (A) Hecatomb - Damage (15) Hecatomb - Accuracy/Damage/Recharge (34) Hecatomb - Accuracy/Recharge (34) Hecatomb - Damage/Endurance (37) Hecatomb - Chance of Damage(Negative) (50) Force Feedback - Chance for +Recharge Level 6: Earth's Embrace (A) Preventive Medicine - Heal (42) Preventive Medicine - Heal/Endurance (43) Preventive Medicine - Heal/RechargeTime (45) Recharge Reduction IO Level 8: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Fault (A) Annihilation - Accuracy/Damage (37) Annihilation - Damage/RechargeTime (37) Annihilation - Accuracy/Damage/Endurance (39) Annihilation - Accuracy/Damage/Endurance/RechargeTime (39) Annihilation - Chance for Res Debuff (50) Force Feedback - Chance for +Recharge Level 12: Mud Pots (A) Superior Critical Strikes - Accuracy/Damage (45) Superior Critical Strikes - Damage/RechargeTime (46) Superior Critical Strikes - Accuracy/Damage/RechargeTime (46) Superior Critical Strikes - Damage/Endurance/RechargeTime (46) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (50) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 14: Super Jump (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 16: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Reactive Defenses - Scaling Resist Damage (17) Shield Wall - +Res (Teleportation), +5% Res (All) Level 18: Rooted (A) Preventive Medicine - Heal (19) Preventive Medicine - Heal/Endurance (19) Preventive Medicine - Endurance/RechargeTime (21) Preventive Medicine - Heal/RechargeTime (21) Preventive Medicine - Heal/RechargeTime/Endurance (25) Preventive Medicine - Chance for +Absorb Level 20: Seismic Smash (A) Superior Scrapper's Strike - Accuracy/Damage (23) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (25) Superior Scrapper's Strike - Damage/Recharge (33) Superior Scrapper's Strike - Accuracy/Damage/Recharge (33) Superior Scrapper's Strike - Damage/Endurance/Recharge (33) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge Level 22: Crystal Armor (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense (43) Power Transfer - Chance to Heal Self (43) Performance Shifter - Chance for +End Level 24: Boxing (A) Empty Level 26: Tough (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - RechargeTime/Resistance (31) Gladiator's Armor - TP Protection +3% Def (All) (40) Steadfast Protection - Resistance/+Def 3% Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense Level 30: Minerals (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense Level 32: Tremor (A) Superior Avalanche - Accuracy/Damage (34) Sudden Acceleration - Knockback to Knockdown (40) Superior Avalanche - Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 35: Brimstone Armor (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 38: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 41: Conserve Power (A) Endurance Reduction IO Level 44: Physical Perfection (A) Performance Shifter - Chance for +End (45) Power Transfer - Chance to Heal Self Level 47: Maneuvers (A) Shield Wall - Defense (48) Shield Wall - Defense/Endurance (48) Shield Wall - Defense/Recharge (48) Shield Wall - Defense/Endurance/Recharge Level 49: Tactics (A) Endurance Reduction IO Level 1: Critical Hit Level 1: Brawl
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hmm cant paste the mids build. keeps saying that the the template theme is out of date.
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Thanks for the help on the dmg procs. Based on that and the proc info I found on Paragon wiki, I made this build. What do you guys think?
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My main is a MA/Rad Brute. His initial build i went with is fantastic , however i want to take his dmg to the next level. My question for this dojo is related to dmg procs and are they worth slotting them into single target attacks. If so, how many should I slot into them? doing this though I would reduce my over all survivability.