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Posted (edited)

So, I decided to revamp my dark melee / shield defense scrapper. I was able to give myself better damage, recharge, and mitigation. 
 

I have two options though: build 1 and build 2. Build 1 has me softcapped to all positionals with <30% resistances to all types except s/l which is almost 40%.  Build 2 picks up rune of protection (50% uptime), which puts s/l at 74%, f/c at 63%, e/n/t in the 50s, and low Psionic resistance.  Even without rune my resistances are about 10% better across the board than build 1.  The trade off is I only have 41% ranged defense (still softcapped for melee and AoE). 
 

Both options have the same recharge and damage. Only the mitigation is different. 

 

What do you guys think about relying on phalanx fighting to fill the gap to soft cap ranged?  I know it requires being near teammates, but I will honestly be teaming 95% of the time. I suspect at least one teammate will probably have maneuvers too. 
 

I generally don’t like relying on teams or incarnates to fill in defense gaps. But I’m still pretty close on range. I was also thinking that ranged defense isn’t as important as melee or AoE, though I may be wrong. 
 

Do you think having 50% uptime on pretty solid resists is worth giving up 4% ranged defense?

Edited by Saikochoro
Posted

Resistance is worth roughly half what defense is worth. Rune's uptime is only 50% & is of no help when it is down; on the other hand I'm sure you only use it when you need it which I imagine isn't every fight.

 

Some -def attacks are auto hits so def doesn't help you there at all while Rune will so I'd pick Build 2 with Rune I'm no build expert though

Posted

Rune of Protection then One with the Shield is about 3 minutes of additional protection and 2.5 minutes without. Not an awful way to go.

 

However.. one of Dark's strengths is the -tohit which could fill some defense gaps. It could be challenging to apply that to ranged targets. Just some food for thought.

 

I bet if you tried a little harder on build 2 you could cover ranged.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted (edited)
14 minutes ago, Troo said:

Rune of Protection then One with the Shield is about 3 minutes of additional protection and 2.5 minutes without. Not an awful way to go.

 

However.. one of Dark's strengths is the -tohit which could fill some defense gaps. It could be challenging to apply that to ranged targets. Just some food for thought.

 

I bet if you tried a little harder on build 2 you could cover ranged.

The only reason I considered being short on ranged softcap is because it was the hardest to chase and I feel like most mobs get into melee if they can. I know some stay ranged, but it seems most get up in your face first chance they get. 
 

Oh I definitely could keep rune and get ranged soft cap a number of ways. But every single way I can think of gives up damage or recharge or both, which I didn’t really want to do. 
 

I didn’t think about darks -to hit though. That is a good point. 

Edited by Saikochoro
Posted (edited)
41 minutes ago, Chance Jackson said:

Resistance is worth roughly half what defense is worth. Rune's uptime is only 50% & is of no help when it is down; on the other hand I'm sure you only use it when you need it which I imagine isn't every fight.

 

Some -def attacks are auto hits so def doesn't help you there at all while Rune will so I'd pick Build 2 with Rune I'm no build expert though

Yeah I understand defense is definitely worth more.  I just wasn’t sure if it was worth roughly 35% additional resistance across the board when in a crunch. 
 

I think if I’m being honest I want to use build 2. I love rune of protection. I just don’t want to regret not having ranged soft cap purely from my build.  I guess I could always respec if I hated it. 

Edited by Saikochoro
  • Like 1
Posted

If possible I'd switch sets to cap ranged and take some from aoe. Most aoe attacks are also marked ranged or melee so there'd be less effect from being short of softcap there. And pure aoe attacks would also be more likely to come when you're in phalanx/maneuvers range of teammates. 

Posted
23 minutes ago, Veelectric Boogaloo said:

If possible I'd switch sets to cap ranged and take some from aoe. Most aoe attacks are also marked ranged or melee so there'd be less effect from being short of softcap there. And pure aoe attacks would also be more likely to come when you're in phalanx/maneuvers range of teammates. 

That’s a good point. Unfortunately I got most of the AoE defense from the the critical strikes set bonuses and resistance sets, which don’t seem to have a lot of options for ranged defense. Only get a little from reactive armor. 

Posted

Here's a stab that soft-caps you AND gives you Rune and OWTS.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Leadership

Hero Profile:
Level 1: Smite -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(3), Mk'Bit-Dmg/Rchg:50(3), Mk'Bit-Acc/EndRdx/Rchg:50(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(5), Mk'Bit-Dam%:50(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(7), Ags-ResDam:50(9), Ags-ResDam/EndRdx:50(9), Ags-ResDam/Rchg:50(11), StdPrt-ResDam/Def+:30(11)
Level 2: Shadow Maul -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(13), OvrFrc-Acc/Dmg/End:50(13), OvrFrc-Dmg/End/Rech:50(15), OvrFrc-Acc/Dmg/End/Rech:50(15)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(19), ShlWal-ResDam/Re TP:50(21), Rct-ResDam%:50(21)
Level 6: Touch of Fear -- Ngh-Acc/Fear:50(A), Ngh-Acc/Fear/Rchg:50(23), Ngh-Acc/EndRdx:50(23)
Level 8: True Grit -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(25), Ags-ResDam/EndRdx/Rchg:50(25), Prv-Heal:50(27), Prv-Heal/EndRdx:50(27), Prv-Absorb%:50(29)
Level 10: Siphon Life -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(29), Pnc-Heal/Rchg:50(31), Pnc-Heal/EndRedux/Rchg:50(31), Pnc-Heal:50(31)
Level 12: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Against All Odds -- Taunt-I:50(A)
Level 18: Dark Consumption -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(33), SprScrStr-Acc/Dmg/Rchg:50(33), SprScrStr-Dmg/EndRdx/Rchg:50(34), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(34), SprScrStr-Rchg/+Crit:50(34)
Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(36)
Level 22: Tough -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(36), Ags-ResDam/EndRdx/Rchg:50(36), GldArm-3defTpProc:50(37)
Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(37)
Level 26: Soul Drain -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(37), SprAvl-Acc/Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/Rchg:50(39), SprAvl-Acc/Dmg/EndRdx/Rchg:50(39)
Level 28: Grant Cover -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40)
Level 32: Midnight Grasp -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(40), SprBlsCol-Acc/Dmg/EndRdx:50(42), SprBlsCol-Acc/Dmg/Rchg:50(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(42)
Level 35: Shield Charge -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(43), SprCrtStr-Acc/Dmg/Rchg:50(43), SprCrtStr-Dmg/EndRdx/Rchg:50(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(45), SprCrtStr-Rchg/+50% Crit:50(45)
Level 38: One with the Shield -- TtnCtn-ResDam/EndRdx:50(A), TtnCtn-ResDam/EndRdx/Rchg:50(45), Ags-ResDam/Rchg:50(46)
Level 41: Arcane Bolt -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(46), SprWntBit-Acc/Dmg/EndRdx:50(46), SprWntBit-Acc/Dmg/Rchg:50(48), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(48)
Level 44: Mystic Flight -- WntGif-ResSlow:50(A)
Level 47: Rune of Protection -- TtnCtn-ResDam/Rchg:50(A), TtnCtn-ResDam/EndRdx/Rchg:50(48), UnbGrd-Rchg/ResDam:50(50), UnbGrd-ResDam/EndRdx/Rchg:50(50)
Level 49: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Cardiac Core Paragon
------------

 

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|-------------------------------------------------------------------|

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

Going down from 45% to 40% defense doubles the incoming damage.   Also defense protects you from debuffs and status effects since they have to pass a hitroll before they affect you.

 

Personally, I'd give something else up to get Rune, not defense. 

Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

Posted
On 7/21/2020 at 4:34 PM, Saikochoro said:

relying on phalanx fighting to fill the gap to soft cap ranged?

is it set to 0 Allies in Mids, and still only 41% when toggled "on"? hard to help ya polish the build w/o seeing it, but... might look in oddball places to find more Ranged Def, like Blessing/Exp.Strike/Numina/Etc. also, are you hindered by cost at all, or are you using WOs/ATOs/Purples already?... lookin at my very old Fire/Shield for comparison, and feel like there might be a lot of room for gains.

but as for an opinion on your posted dilemma, with just the info given... i'd stick to softcap. if that means from teaming, and you're fine with being mindful of the -4% gap (absolutely viable way to play), and Rune will be slotted, then go with build #2. if this were a squishy w/o Mez protection, i'd easily suggest build #2.

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