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Found 9 results

  1. So once again I'm back optimizing my build starting from scratch! My last Dark/Shield Scrapper Murcielago was amazing and hopefully in a few years I'll have him back to that level. Below is the building I will be working towards again. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;675;1350;HEX;| |78DA6593D972124114867B6030B207B210CC02C444B6640093AA688C5AA5182B115| |228D13B2B4EA00D9414500329934B5FC1F50534EA8D0FA4CFE072EF321EE7FC20CA| |14D4D77DF673BABB7894F77CB8F9E4AA507CD71B7AA7B357AE187ABB2D8D911DBD7| |B68E80D419FB7786854EAB2A11FB4A2BB9B232409F7CCF68AB221A596D78D47BC8C| |F43579F950363B522BD7C8B5DADB06B69A3569C86657EB2D3CA556ABA115A4DEAE3| |70FFCBD4D551A9D5ABDEDB5F69BF5835A97B42E6B576E4B590DDC68D72BDAB556F5| |78AFA877BAD2389EA2BA92F437FE14687DA62AE2362172AAB025C024534D8169A6C| |B4BE68AE5E310A3B49855C5A9717082797A8DD4AA5DA442BC4F9DB75B7493AFC2BE| |36A5678B182EF878C8C68EF8F6DBD0DD617ACAE02ED37717BCC79CA47E1C88EF40F| |CD18F36E627E621D970DBA66364837306FFE3F8857F3969914E976A73B2AFCDB90E| |1D3885FA0314DC8D1ADC6BEC97812E879AC6C8C68B1ABCAFB9AEA537E009F896B9F| |C0E7CCF54C8D78F33F36FF399C46E31970BCC4C9199DB61DAC927809A0259AEE1CC| |0AB8CA7C4C3663D6C19A8EB1EF9C2BFA8319FF09FE62264D50F0B9FAA89909EB604| |D31111396CC4FB210E71421F47D4439C29C430D23C71C72CC21471439A2C8A192CF| |34C751A631CF18384FBA59F4359BE6BC7130051E934D04B38E3C60D9D90A5805257| |3611F846F807A98C7ACE72FF22C17D699E72E811BE0656690F22DB28F58C42C8214| |270159628965651A5D1AB234F29D909D865EB5A7DC7FEE15EE2FE9B29867167167D| |4FEFBA51F7DA2302871B26749C5832599625945D4FE1B369DA3F466586B965C969F| |B5BE3FB0D607D6FB03EBCFAEFE7B46E42F4392AFAE8137BFC5F720B9CDCC5C617EF| |B6BE350D0F7D433E6CC73F005EEC94B660C73C90ECD203524C90D495687242B4392| |DF3137E577| |-------------------------------------------------------------------|
  2. MELEE DAMAGE SET TESTING: Link to Rankings Hello everyone, It has come to light that the current metrics for testing performance are not reflective of normal game play conditions. Common metrics such as fighting a Pylon or clearing a Farm map do not take into account the realities of playing through a mission, which is 90% of the normal content players would be going through. In other threads, we often see these metrics tossed about to claim the power of certain sets over others, but rarely do we see... or rather even have metrics on "Normal Game Play". Pylons have unique properties that don't reflect "real" ST damage for most content, as shown by wild DPS swings from person to person on them (due to their stationary nature, and other factors). Farm maps similarly do not reflect how moving through a map, or just fighting different types of enemies can affect performance which leads to certain sets seeming much better when thrown at those specific environments. That said, mission environments can vary wildly as well which makes testing on them rather unreliable. (Luckily, we are able to pick maps in AE.) PREMISE: After conversations with @Infinitum, @TheAdjustor, @Steampunkette, and @GM Sijin, it seems that the balance of attack sets has become a bit clouded by the current meta. IO bonuses, Procs, Incarnates and the like have lead to outlier cases and combos that make sets seem much better or worse than they possibly should be. It is tossed around that the game should be balanced around SO's, but to our knowledge there have been few tests to actually gather data in a realistic setting on them. Starting with the melee damage sets, Scrappers have the most straightforward game plan that leads well to testing out performance over time. This is where we need your help! Between @Hopeling and I, we believe we have come up with a Standardized Missions Simulator using AE on the Pineapple Test Server that we need player input on. The task is simple: Defeat all the enemies in the map as fast as you can given the restrictions to SO's, Difficulty settings, and /Willpower (more on this below) Record 10 clear times on the mission to average out variables such as spawn size / misses / runners / etc (you can try the mission out once or twice to get familiar) Post your times and primary set used here, as well as any notes! It is our hope that the data points gathered can give a more accurate representation of how melee sets should perform at a baseline. Everything else that gets added onto these baselines can only improve them further, but it is somewhat unknown how they all stack up against each other at the basic level. MISSION ID 3281: MISSION SIMULATOR Using a unique Warehouse map fits several criteria for traversing a mission that will provide more realistic challenges for players as they try to quickly defeat all enemies. Several boxes / railings / walls get in the way of enemy placement, there are several " T " shaped sections where enemies can spawn on either end, and there is a large circle area with two entrances which provide further choices and spawn points to realistically spread enemies around. There is also a vertical ramp section that will split up a mob into sections that the player will need to traverse. Enemies are not usually neatly grouped, nor the map as linear as can be so this should help replicate your "average" mission. This Defeat-All testing ground comes with special "Punching Bag" enemies of Hopeling's design. There will always be 2 Boss Punching Bags and 1 Elite Boss Punching Bag in the mission on top of the randomized regular spawns throughout the map. These enemies have no resistances, and only have the T1 street justice attack. They should behave as normal enemies with standard HP values, aggro to you as normal, but otherwise not really provide much of a threat as the purpose is to quantify the Damage Sets in a realistic setting. The difficulty of the mission should be run at +0/x3 based on our testing to best balance between ST and AoE leaning sets. At x3, the mobs can come in spawns of between 5 and 10 enemies, which line up perfectly with the target caps of almost all Melee AoE powers while also not being an overwhelming amount of enemies for more ST oriented sets. The guaranteed 2 Bosses and EB should likewise provide a venue for ST damage to shine. The x3 setting also provides a variety of spawns as shown in the quoted post below: After running 10 missions, we found: About 30% of spawns were +1 lvl compared to +0, with no pattern of what types were +1 About 30% of spawns were groups of 5 Minions, and 2 LT's About 20% of spawns were groups of 8 Minions, and 1 LT About 20% of spawns were groups of 4 Minions, and 1 Boss About 10% of spawns were groups of 10 minions About 10% of spawns were groups of 3 Minions, and 3 LT's About 10% of spawns were groups of 4 Minions, 1 LT, and 1 Boss (the last group in a typical "Defeat the bad guy!" mish) So over time, the enemies in a mission would provide varied challenges for any set's strengths to overcome, and on occasion the +1 will provide harder targets or annoyances like those enemies with 1 hp left and all you have are your big attacks to swing with 😉 The map and enemy spawn sizes should give a healthy variance that over multiple tests give a solid "average performance". Ideally, players should run the mission 10 times to get a solid average and account for variable spawn types / runners / misses / etc. Each player's time will be recorded and added to a master list for comparison. Any notes from players will also be recorded! Ex: Each primary should have all their attacks slotted with even-level SO's to emulate the "Normal Slotting" expected: 3 Damage, 1 Accuracy, 1 End Reduction, and 1 Recharge. Build-Up style powers should have 3 recharges, and certain powers may have slight alterations depending on the power type (to be discussed). However we should be aiming for the "average / intended" slotting and avoiding IO's to gather the baseline data on sets for a first run of these tests. Inspirations, unique IOs, and pool powers except for Combat Jumping (due to extreme popularity/commonality) should not be allowed in order to focus on the primary set's performance. As for the secondary, Willpower is the least invasive choice as it offers no offensive perks aside from +Recovery. WP, Regen, Rad and Bio all offer +Recovery options. Elec, EA, Fire, and Ice all offer an End Drain, and Ninjitsu offers a +End button, making 9/13 secondaries offer endurance tools, so that actually makes WP the ideal choice to mirror "average" performance. We may consider adding other "non offensive" secondaries to this list in the near future, but for now WP should be the go-to. Willpower Slotting should also mirror the average. 3 primary defensive SO's + 1 Endurance Reduction in the toggles, 3 slotting your sustain passives, and so on. Something like this: *Note: Parry and other such unique powers may offer better performance slotted not as a pure attack Anything without slotted enhancements (except for SPRINT) is not used in the tests to keep variables to a minimum. This means I did not use: Confront Resurgence (if I died, I restarted the mish and made note) Strength of Will Pool powers besides Combat Jumping Ancillary / Epic Powers Players should feel free to run the map 1-2 times before marking down their 10 test times to get familiar with the primary set / map in question. Every set getting 10 run times per player should give us plenty of data, and the map / difficulty / secondary / slotting choices should ensure we get a wide array of scenarios that test the primary's capabilities with minimal outside effects. Caveats: Doing these tests on the Pineapple server also grants the character passive Accolades to boost Endurance. Technically, anybody can get these just by playing, but they are an X factor to consider. Inherently, there is randomness at play per mission in terms of +1 Spawns, Misses, Critical Hits, spawn layout and the like. The more test results we get though, the more we can iron out odd times. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We are looking forward to having people give this a shot and refine the process. Please share your thoughts about this so we can come up with the best test of "normal gameplay" possible! Thank you, @Galaxy Brain
  3. Hi all, For the that few months I have been working on and off on a little side project to complete every story arc, TF and Trail in the game on one character. As a lot of this will be done solo, I went for a scrapper, Psi/SD to be exact. As the project means merits and inf are pretty free flowing I thought I would try and min/max the build. Aiming for M/R/A soft-cap def, perma hasten, decent AOE and ST damage with decent Stamina management. My current build below hits most of these, but I cannot help feeling that I am missing something. It has been years since I pushed an SD scrapper to the limit, so any advice would be great, cost and merits are not a concern. Thanks in advance for the advice. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Kilbride: Level 50 Magic Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Shield Defense Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Blaze Mastery Hero Profile: ------------ Level 1: Psi Blade Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(3), Mk'Bit-Acc/Dmg(3), Mk'Bit-Dmg/EndRdx(29), Mk'Bit-Dmg/Rchg(29), Mk'Bit-Acc/EndRdx/Rchg(31) Level 1: Deflection RedFrt-Def/EndRdx(A), RedFrt-EndRdx(9), RedFrt-Def(9), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(34), RedFrt-Def/EndRdx/Rchg(40) Level 2: Battle Agility Rct-Def(A), Rct-ResDam%(11), Rct-Def/EndRdx/Rchg(21), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(43) Level 4: True Grit Pnc-Heal/+End(A), Pnc-Heal(5), Pnc-Heal/EndRedux(5), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25) Level 6: Concentration GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(7), GssSynFr--ToHit/Rchg(7), GssSynFr--ToHit/EndRdx(11), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--ToHit(23) Level 8: Boxing Empty(A) Level 10: Active Defense RechRdx-I(A) Level 12: Psi Blade Sweep Arm-Dmg(A), Arm-Dmg/Rchg(13), Arm-Dam%(13), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(17), Arm-Dmg/EndRdx(17) Level 14: Hasten RechRdx-I(A), RechRdx-I(15) Level 16: Against All Odds EndRdx-I(A) Level 18: Tough StdPrt-ResDam/Def+(A), Ags-ResDam(19), Ags-ResDam/EndRdx(19), Ags-ResDam/EndRdx/Rchg(21), GldArm-3defTpProc(27) Level 20: Phalanx Fighting LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(42) Level 22: Super Speed Clr-Stlth(A) Level 24: Boggle CrcPrs-Conf%(A), CrcPrs-Conf(43), CrcPrs-Conf/Rchg(46), CrcPrs-Acc/Conf/Rchg(46), CrcPrs-Acc/Rchg(50) Level 26: Greater Psi Blade TchofDth-Dam%(A), TchofDth-Dmg/EndRdx/Rchg(27), TchofDth-Acc/Dmg(40), TchofDth-Dmg/EndRdx(43), TchofDth-Dmg/Rchg(48), TchofDth-Acc/Dmg/EndRdx(50) Level 28: Grant Cover LucoftheG-Rchg+(A) Level 30: Weave LucoftheG-Rchg+(A), RedFrt-EndRdx(31), RedFrt-Def(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def/EndRdx(48), RedFrt-Def/Rchg(50) Level 32: Mass Levitate SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Shield Charge SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(36), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg/EndRdx/Rchg(37), SprScrStr-Rchg/+Crit(37) Level 38: Char BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Slow%(39) Level 41: Melt Armor AnlWkn-Acc/Rchg(A) Level 44: Fire Ball Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(48) Level 47: Combat Jumping LucoftheG-Rchg+(A) Level 49: One with the Shield ImpArm-ResDam/Rchg(A) Level 1: Brawl Empty(A) 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 Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health Mrc-Rcvry+(A) Level 2: Hurdle Jump-I(A) Level 2: Stamina EndMod-I(A) Level 50: Agility Radial Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 24% DamageBuff(Smashing) 24% DamageBuff(Lethal) 24% DamageBuff(Fire) 24% DamageBuff(Cold) 24% DamageBuff(Energy) 24% DamageBuff(Negative) 24% DamageBuff(Toxic) 24% DamageBuff(Psionic) 14.13% Defense(Smashing) 14.13% Defense(Lethal) 12.88% Defense(Fire) 12.88% Defense(Cold) 12.88% Defense(Energy) 12.88% Defense(Negative) 6% Defense(Psionic) 14.75% Defense(Melee) 16% Defense(Ranged) 15.06% Defense(AoE) 4% Enhancement(Confused) 45% Enhancement(Accuracy) 113.8% Enhancement(RechargeTime) 3.75% Enhancement(Max EnduranceDiscount) 15% SpeedFlying 150.6 HP (11.25%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 85% MezResist(Held) 85% MezResist(Immobilized) 85% MezResist(Sleep) 85% MezResist(Stunned) 85% MezResist(Terrorized) 85% 23% (0.38 End/sec) Recovery 10% (0.56 HP/sec) Regeneration 23% Resistance(Smashing) 23% Resistance(Lethal) 23% Resistance(Fire) 23% Resistance(Cold) 6.5% Resistance(Energy) 6.5% Resistance(Negative) 18.5% Resistance(Toxic) 18.5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 15% SpeedRunning 36% GlobalChanceMod PlayerCrit ------------ Set Bonuses: Mako's Bite (Psi Blade) 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 20.08 HP (1.5%) HitPoints 3% DamageBuff(All) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Red Fortune (Deflection) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) Reactive Defenses (Battle Agility) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 25.1 HP (1.87%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) 0% Resistance(All) Panacea (True Grit) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.56 HP/sec) Regeneration MezResist(Repel) 1000% (10% chance) Gaussian's Synchronized Fire-Control (Concentration) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 25.1 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Armageddon (Psi Blade Sweep) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Steadfast Protection (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Aegis (Tough) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) Gladiator's Armor (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Luck of the Gambler (Phalanx Fighting) 7.5% Enhancement(RechargeTime) Shield Wall (Phalanx Fighting) 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Coercive Persuasion (Boggle) 4% (0.07 End/sec) Recovery 4% Enhancement(Confused) 4% DamageBuff(All) 10% Enhancement(RechargeTime) Touch of Death (Greater Psi Blade) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 20.08 HP (1.5%) HitPoints 2.5% DamageBuff(All) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Luck of the Gambler (Grant Cover) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Weave) 7.5% Enhancement(RechargeTime) Red Fortune (Weave) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Superior Critical Strikes (Mass Levitate) 4% (0.07 End/sec) Recovery 15% Enhancement(Accuracy) 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold) 4% DamageBuff(All) 10% Enhancement(RechargeTime) Superior Scrapper's Strike (Shield Charge) 40.16 HP (3%) HitPoints 5% Defense(Smashing,Lethal), 2.5% Defense(Melee) 4% DamageBuff(All) 10% Enhancement(RechargeTime) 6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 3% GlobalChanceMod PlayerCrit, 3% GlobalChanceMod MLCrit, 6% GlobalChanceMod BossCrit, 3% GlobalChanceMod CritPlayer, 3% GlobalChanceMod CritSmall, 6% GlobalChanceMod CritLarge, 3% GlobalChanceMod ECCritModPlayer, 3% GlobalChanceMod ECCritModSmall, 6% GlobalChanceMod ECCritModLarge Basilisk's Gaze (Char) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Ragnarok (Fire Ball) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Luck of the Gambler (Combat Jumping) 7.5% Enhancement(RechargeTime) | Copy & Paste this data into Mids' Hero Designer to view the build | 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  4. Hello all, I’m wondering if anyone has any ideas for a katana/SR PvP build. I know It’s not ideal for PvP, but as this is my badge hunting toon; I often find myself in PvP zones. I would like to have a build that would at least give me a better chance in PvP than my current PvE build provides. Thank you for any assistance you can provide! -Web
  5. Mitchman

    Fire/Bio

    Looking for a general content build for Fire/Bio Scrappers. Looking to be able to solo and farm pretty easy :). Have not seen many around and seems way to fun. Let me know your experience with this combo!
  6. What is better for sloing av’s and tf’s brute or scrapper. Was thinking ?/wp any suggestions im up for anything
  7. So the other day I was thinking that I ran an all scrapper ITF on the test server, back on live. But I didn't know for sure well today I found the photo. What a blast from the pass.
  8. So I am a new(ish) player and have finally (after 4 other characters) gotten a character I really enjoy playing and its a Claws/Fiery Aura scrapper. My current goal is to have good AoE damage with some decent single target dps, I'd like to be able to do some farming with it I don't really expect to get to Spines/Fire brute farming but if I could get something like a +1/x8 build without a huge investment that would be awesome. I can currently do -1/x8 OSHA missions at level 47 with just crafted enhancements and its fun. Also I'd like to say that I play mostly late at night so soloing is what I do a lot during the week until my days off when I like to group a lot because its cool to play with other people and such. I am really unfamilar with creating builds but I through together what I hope is a pretty cheap build that I mostly focused on Uncommon sets with some random neat proc stuff thrown in that I found on the builder and through some random builds and such I looked at and through together this build which I am hoping for help with (please keep in mind that I really don't know what I am doing and trying to just figure it out). *edit* Also I have about 60m insp I have hoarded for this moment, so if possible I'd like to keep it around that much. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: ------------ Level 1: Strike (A) Crushing Impact - Accuracy/Damage (3) Crushing Impact - Damage/Recharge (5) Crushing Impact - Accuracy/Damage/Recharge (5) Crushing Impact - Accuracy/Damage/Endurance (7) Crushing Impact - Damage/Endurance/Recharge Level 1: Fire Shield (A) Titanium Coating - Resistance/Endurance (3) Titanium Coating - Resistance/Endurance/Recharge (45) Titanium Coating - Resistance (50) Titanium Coating - Resistance/Recharge (50) Titanium Coating - Endurance/Recharge Level 2: Blazing Aura (A) Multi-Strike - Accuracy/Damage (7) Multi-Strike - Damage/Endurance (9) Multi-Strike - Accuracy/Damage/Endurance (27) Multi-Strike - Damage/Endurance/Recharge (48) Multi-Strike - Damage/Recharge (50) Multi-Strike - Accuracy/Endurance Level 4: Slash (A) Touch of Lady Grey - Chance for Negative Damage (9) Crushing Impact - Accuracy/Damage (11) Crushing Impact - Damage/Endurance (11) Crushing Impact - Damage/Recharge (13) Crushing Impact - Accuracy/Damage/Recharge (13) Crushing Impact - Accuracy/Damage/Endurance Level 6: Spin (A) Multi-Strike - Accuracy/Damage (15) Multi-Strike - Damage/Endurance (15) Multi-Strike - Damage/Recharge (17) Multi-Strike - Accuracy/Endurance (17) Multi-Strike - Accuracy/Damage/Endurance (19) Multi-Strike - Damage/Endurance/Recharge Level 8: Follow Up (A) Crushing Impact - Accuracy/Damage (19) Crushing Impact - Damage/Endurance (21) Crushing Impact - Damage/Recharge (21) Crushing Impact - Accuracy/Damage/Recharge (23) Crushing Impact - Accuracy/Damage/Endurance (23) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Healing Flames (A) Doctored Wounds - Heal (25) Doctored Wounds - Heal/Recharge (25) Doctored Wounds - Recharge (27) Preventive Medicine - Chance for +Absorb Level 12: Temperature Protection (A) Reactive Armor - Resistance (29) Reactive Armor - Resistance/Endurance (29) Impervious Skin - Status Resistance (31) Impervious Skin - Resistance/Endurance Level 14: Combat Jumping (A) Blessing of the Zephyr - Knockback Reduction (4 points) (31) Winter's Gift - Slow Resistance (20%) (31) Endurance Reduction IO Level 16: Plasma Shield (A) Titanium Coating - Resistance/Endurance (33) Titanium Coating - Resistance (33) Titanium Coating - Resistance/Endurance/Recharge (33) Titanium Coating - Resistance/Recharge Level 18: Boxing (A) Damage Increase IO Level 20: Consume (A) Recharge Reduction IO (34) Recharge Reduction IO (34) Recharge Reduction IO Level 22: Tough (A) Reactive Armor - Resistance/Endurance (34) Reactive Armor - Resistance (36) Reactive Armor - Resistance/Recharge (36) Reactive Armor - Resistance/Endurance/Recharge Level 24: Weave (A) Reactive Defenses - Scaling Resist Damage Level 26: Eviscerate (A) Multi-Strike - Accuracy/Damage (37) Multi-Strike - Damage/Endurance (39) Multi-Strike - Damage/Recharge (39) Multi-Strike - Accuracy/Endurance (39) Multi-Strike - Accuracy/Damage/Endurance (40) Multi-Strike - Damage/Endurance/Recharge Level 28: Burn (A) Multi-Strike - Accuracy/Damage (40) Multi-Strike - Damage/Endurance (40) Multi-Strike - Damage/Recharge (42) Multi-Strike - Damage/Endurance/Recharge (42) Multi-Strike - Accuracy/Damage/Endurance Level 30: Hasten (A) Recharge Reduction IO Level 32: Shockwave (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (42) Detonation - Accuracy/Damage (43) Detonation - Damage/Recharge (43) Detonation - Damage/Range (43) Detonation - Damage/Endurance/Range Level 35: Fiery Embrace (A) Recharge Reduction IO Level 38: Maneuvers (A) Kismet - Accuracy +6% (48) Red Fortune - Defense (48) Red Fortune - Defense/Endurance Level 41: Moonbeam (A) Sting of the Manticore - Chance of Damage(Toxic) (45) Decimation - Chance of Build Up (45) Cloud Senses - Chance for Negative Energy Damage (46) Siphon Insight - Chance for +ToHit Level 44: Shadow Meld (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Red Fortune - Defense (46) Red Fortune - Defense/Endurance Level 47: Assault (A) Endurance Reduction IO Level 49: Super Speed (A) Celerity - +Stealth Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Recharge Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (37) Miracle - +Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (36) Endurance Modification IO (37) Endurance Modification IO ------------
  9. Made this Scrapper build, you become a unkillable behemoth. Only weakness is endurance consumption but that can be countered with the Ageless Incarnate, not to mention Energy Drain is on a 16 second cooldown. Let me know what you think of this build! Defenses: Fire&Cold: 48%! Smashing&Lethal: 40% Energy: 42% Negative Energy: 32% Recharge Bonus: 188.50% (With Hasten) Damage Bonus: 27% Full specs: https://i.vgy.me/4YugXB.png Video (Might still be uploading. Slow Upload Speed): https://www.youtube.com/watch?v=WA2qCZM5Yyc Spines_Energy_Scrapper.mxd
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