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Yapps

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  1. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Kitbash: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Charged Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Acc/Dmg(5), Hct-Dam%(7) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(11) Level 2: Lightning Field -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(17), Obl-Acc/Rchg(17), Obl-Dmg(19), Obl-Dmg/Rchg(19) Level 4: Jacobs Ladder -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(25), SprScrStr-Acc/Dmg(25), SprScrStr-Dmg/Rchg(27), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Dmg/EndRdx/Rchg(29) Level 6: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(29) Level 8: Thunder Strike -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg(31), SprAvl-Acc/Dmg/EndRdx(33), FrcFdb-Rechg%(33) Level 10: Super Jump -- BlsoftheZ-ResKB(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 14: Static Shield -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34) Level 16: Grounded -- Ags-Psi/Status(A), ImpSki-Status(34) Level 18: Chain Induction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(34), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(36), SprCrtStr-Rchg/+50% Crit(37) Level 20: Energize -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37), Prv-EndRdx/Rchg(39), Prv-Heal(39), Prv-Heal/EndRdx(39) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(40), Rct-ResDam%(40), ShlWal-Def/EndRdx(40), ShlWal-Def(42), ShlWal-ResDam/Re TP(42) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(45) Level 26: Tactics -- GssSynFr--Build%(A) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-EndRdx/Rchg(43) Level 32: Lightning Rod -- Arm-Dmg(A), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(46), Arm-Dam%(46) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48) Level 38: Vengeance -- LucoftheG-Def/Rchg+(A) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Kick -- KBDist-I(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-EndRdx/Rchg(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(13), KntCmb-Dmg/EndRdx/Rchg(13), KntCmb-Dmg/Rchg(15) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Heal-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(21), Mrc-Rcvry+(21) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Rchg(23), PrfShf-EndMod(23) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment Level 0: Task Force Commander Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Reactive Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally ------------ I prioritized achieving Smashing/Lethal/Melee defense softcap, while having as many capped resistances as possible. Vengeance could be swapped out for Assault if you want to, but I prefer having another place to slot Luck of the Gambler 7.5% global recharge. Just eat more red vitamins.
  2. Lightning Rod. It's so powerful, the set should just be called "Lightning Rod melee" It's also a knockdown, and if you use it first, then Thunder Strike, the enemies will just be standing up again when Thunder Strike goes off and knocks them down a second time. The constant knockdowns can also become a decent form of damage mitigation, If you use Thunder Clap then you can chain 3 of them together; but Thunder Clap deals no damage so I don't use it. possibilities exist however.
  3. Elec/Elec Scrapper has been my main character since I started on Homecoming, I know you said you're not interested in endgame builds but I posted mine to show the abilities I picked and maybe help someone else searching. Here are some notes: Super Jump/combat jumping can easily be swapped out for Fly/Hover if that fit's your theme. Overall I think the biggest strength this set has is burst AoE damage combined with good damage mitigation. I managed to get the defense softcap for smashing/lethal/melee and hardcap 5 different resists, also Static Shield makes you nearly immune to endurance drain effects like from Freakshow units. and Grounded makes you very resistant to knockdowns, it does turn off when flying however but persists if you're just jumping up and down normally. Its weaknesses include toxic damage, there's almost no way to fill it so I didn't even try. And single target damage is pretty low, understandable when most of your attacks are multi-target. I feel like the final two powers in Electric Armor are skippable. Power Sink was good for replenishing endurance, but I found more efficient ways of doing that with Panacea and Performance Shifter procs. The crash effect when Power Surge wears off is also pretty harsh, and after I passively had the 75% cap on most resistances, it's benefit wasn't all that great, so I cut it. My standard attack chain looks like this: Build up + Lightning rod into a pack of mobs. Then Chain Induction > Thunder Strike > Jacobs Ladder > Charged Brawl priority while waiting for Lightning Rod again. Chain induction also has the +Crit chance proc slotted and that does effect the bounces if it procs on the initial hit. Unfortunately, Lightning Rod cannot crit so there's no point in fishing for a proc beforehand. Thunder strike becomes the second biggest source of damage, and it's also fortunately a knockback, so you can slot the Force Feedback: chance for +Recharge into it to achieve permanent hasten. It's not such a severe knockback that you need to convert it to knockdown either. i've never had anyone complain at me. You could use Havoc Punch instead of Charged Brawl, but I prefer brawl because it's faster and interacts better with the damage proc I've got slotted. Thank you for coming to my Ted Talk. Electric_Scrapper_v10.8.mxd
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