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Scrappers place in the world


sammcs

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Hello Scrapper forumites. I've been tossing some ideas around in my head, and I'm writing this post as a way to get some clarity.

 

It seems to me that scrappers have a strange place in the AT pecking order (inasmuch as there is one). Especially with the tank buff, (and stalkers having been buffed late on live) it feels like scrappers are the odd man out.

 

Brutes can dish out quasi-comparable damage at max fury and are tankier. Tanks are tankier and, while the damage isn't quite there, have loads of AoE. Stalkers are the undisputed single target destroyers.

 

Where does that leave scrappers?

 

I say this with love as I was a scrapper main on live and have made more scrappers than I can reasonably count. I know that their crits are still delicious, and certain combos like TW/Bio are most potent on scrappers. But beyond a few things like that, are there certain areas where they shine far more than the other melee ATs?

I'm sure I'm simplifying things a bit, and I don't mean to be down on scrappers. More looking to be educated and spark a little debate about where scrappers stand.

Thanks everyone.

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You should try having fun with what you have instead of getting all Descartes up in this joint.

 

But if you are truly seeking clarity:

 

I scrap, therefore I am.

 

That's the answer.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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48 minutes ago, sammcs said:

Brutes can dish out quasi-comparable damage at max fury and are tankier.

This was true before the addition of the +crit chance AT IOs. Since that change, brutes can no longer reach scrapper level damage output.

 

Where do scrappers live knowing that? Honestly it's flavor. Nothing more.

 

I know stalkers can dish out more ST damage than scrappers, yet I've deleted every stalker I've made.

I know brutes can outlive scrappers but seeing the pylon go down in three minutes instead of four is worthwhile to me.

I know tanks are disgustingly immortal compared to scrappers and it doesn't matter how low their damage is because they can live long enough to get the job done.

 

A scrapper's place? It's for the players that like to ride that red line. It's for the players that enjoy the possibility of death while dishing out massive damage. We're the melee blasters with the biggest difference being that we can actually pull off the fantastic instead of eating dirt.

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Certain sets shine on scrappers. For example, my favorite scrapper by far is dark melee/shield defense. I think this combo is the best on scrappers. Stalkers lose soul drain in favor of build up and damage multipliers are lower on the others than scrappers.

 

Other combos are more thematic. For example, my captain America styled hero (StJ/SD) is a scrapper because he seems more like a scrapper than the other melee archetypes. 
 

Scrappers do considerably more damage than either brutes or tanks and a fairly survivable in their own right.  I honestly don’t think tanks can even hold a candle to them damage wise. And brutes still are a fair bit below scrappers in terms of pure damage. 
 

I think stalkers edge scrappers out more than either tanks or brutes do. The problem is stalkers crush them in terms of single target damage, have just about the same amount of survivability, and some of the newer sets even have good AoE damage to boot. Plus stalkers have much more controllable and better crit chance. The only thing scrappers have over stalkers is that they don’t have forced stealth in all of their secondaries.

 

That said, I think scrappers are generally just a lot more fun than brutes and tanks. And I like my dark/shield scrapper way better than any stalker I have.  

Edited by Saikochoro
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2 hours ago, Saikochoro said:

Certain sets shine on scrappers. For example, my favorite scrapper by far is dark melee/shield defense. I think this combo is the best on scrappers. Stalkers lose soul drain in favor of build up and damage multipliers are lower on the others than scrappers.

 

Other combos are more thematic. For example, my captain America styled hero (StJ/SD) is a scrapper because he seems more like a scrapper than the other melee archetypes. 
 

Scrappers do considerably more damage than either brutes or tanks and a fairly survivable in their own right.  I honestly don’t think tanks can even hold a candle to them damage wise. And brutes still are a fair bit below scrappers in terms of pure damage. 
 

I think stalkers edge scrappers out more than either tanks or brutes do. The problem is stalkers crush them in terms of single target damage, have just about the same amount of survivability, and some of the newer sets even have good AoE damage to boot. Plus stalkers have much more controllable and better crit chance. The only thing scrappers have over stalkers is that they don’t have forced stealth in all of their secondaries.

 

That said, I think scrappers are generally just a lot more fun than brutes and tanks. And I like my dark/shield scrapper way better than any stalker I have.  

DM/Shield is an interesting thought. And you're right - I've made some stalkers that do stupid damage but it just doesn't scratch that scrapper itch. Do you have a build for this combo?

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2 hours ago, Nemu said:

You should try having fun with what you have instead of getting all Descartes up in this joint.

 

But if you are truly seeking clarity:

 

I scrap, therefore I am.

 

That's the answer.

And apologies for the double post, but I wanted to respond to this. It perfectly encapsulates what's wrong with my mind haha. I sometimes run into the "paralysis by analysis" dilemma.

 

You speak wisdom. Thank you.

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No Descartes speaks wisdom my man.

 

As he so eloquently puts it, "I assure you my good man, Rene is definitely 'down with the street'. Word up, my homie, as it were."

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I can reasonably count my scrappers.  18.  I have 18 of them which is roughly one of every five of my alts.

 

I think that scrappers are clearly underpowered in comparison to brutes and stalkers (even tankers now), and that's ok.  Because underpowered still means soloing MoITF at +4/x8. 

 

There has to be a shortest kid in the class, but that kid can still kick the shit out of anything the game has to offer.

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Who run Bartertown?

 

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2 hours ago, sammcs said:

DM/Shield is an interesting thought. And you're right - I've made some stalkers that do stupid damage but it just doesn't scratch that scrapper itch. Do you have a build for this combo?

Sure.  I will give you two.  I don't claim they are the best, but they definitely get the job done.  

 

Build 1:  Quite a bit cheaper than build 2.  Softcap to all positions.  Decent recharge.

Quote

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Kurayami: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Shadow Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(46), CrsImp-Dmg/Rchg(46), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg/EndRdx(48)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(21)
Level 2: Smite -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(7), SprCrtStr-Rchg/+50% Crit(9)
Level 4: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21)
Level 6: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def(23)
Level 8: True Grit -- StdPrt-ResDam/Def+(A), Prv-Heal(27), Prv-Heal/EndRdx(29)
Level 10: Siphon Life -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(11), CrsImp-Dmg/Rchg(11), CrsImp-Acc/Dmg/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal(15)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(23), Ags-ResDam(25), Ags-Psi/Status(25), Ags-EndRdx/Rchg(27)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(43)
Level 20: Against All Odds -- EndRdx-I(A)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(31), LucoftheG-Def(43), BlsoftheZ-Travel(48)
Level 24: Dark Consumption -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(31), PwrTrns-Dam/EndMod(31), PwrTrns-Dam/Acc/End(34), PwrTrns-Dam/Acc/Rech/End(37), PwrTrns-+Heal(40)
Level 26: Soul Drain -- GssSynFr--Build%(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Dmg(50)
Level 28: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(29)
Level 30: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 32: Midnight Grasp -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(33), Hct-Dam%(34), SprScrStr-Rchg/+Crit(34)
Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Moonbeam -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 41: Grant Cover -- EndRdx-I(A)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Super Jump -- Empty(A)
Level 49: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50)
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 -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(42), NmnCnv-Regen/Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Rchg(42), PrfShf-EndMod/Acc(42), PrfShf-EndMod(50)
Level 38: Experimental Injection 
Level 1: Quick Form 
------------

 

 

 

Build 2:  Controversial build.  I respec'd from build 1 into this once I could afford it.  Slightly better recharge (10% more).  More endurance friendly as you no longer have maneuvers. Better damage on midnight grasp and shadow maul.  Most importantly a trade off:  ranged defense is only 41%, but I picked up rune of protection, which overs very solid resists with 50% uptime.  I played build 1 for a couple months before switching to build 2.  So far, I like build 2 more even though ranged isn't softcapped.  This is only an "issue" when soloing as on teams either phalanx fighting or a teammate with maneuvers will put you at ranged softcap.  Rune of protection however adds a good amount of mitigation for things that get through the defense.  Siphon life then heals anything else.  I have done +4/8 of many different mob factions (not just council) just fine solo even with ranged not being softcapped. 

Quote

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Shadow Punch -- SprScrStr-Rchg/+Crit(A)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3)
Level 2: Smite -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(5), SprCrtStr-Acc/Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(7), SprCrtStr-Acc/Dmg/EndRdx/Rchg(7), SprCrtStr-Rchg/+50% Crit(9)
Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(11), Arm-Dmg/EndRdx(11), Arm-Dam%(13), Obl-%Dam(13)
Level 6: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)
Level 8: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-Max HP%(19), Prv-Heal(19), Prv-Heal/EndRdx(21)
Level 10: Siphon Life -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(21), SprScrStr-Acc/Dmg/Rchg(23), SprScrStr-Dmg/EndRdx/Rchg(23), SprScrStr-Acc/Dmg/EndRdx/Rchg(25), TchoftheN-Heal(25)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(29), PwrTrns-Dam/EndMod(31), PwrTrns-Dam/Acc/End(31), PwrTrns-Dam/Acc/Rech/End(31), PwrTrns-+Heal(33)
Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(33), Ags-ResDam/Rchg(33), Ags-ResDam/EndRdx/Rchg(34), Ags-EndRdx/Rchg(34), GldArm-3defTpProc(34)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 28: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), GssSynFr--Build%(39)
Level 30: Spirit Ward -- Prv-Absorb%(A)
Level 32: Arcane Bolt -- Empty(A)
Level 35: Rune of Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(46), RctArm-EndRdx/Rchg(46), StdPrt-ResDam/Def+(50)
Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), Hct-Dam%(42), TchofDth-Dam%(42)
Level 41: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45)
Level 44: Moonbeam -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(39)
Level 50: Musculature Core Paragon 
Level 50: Reactive Core Flawless Interface 
Level 50: Assault Radial Embodiment 
------------

 

 

You can also use these as a starting point.  Build 2 could easily be made to softcap ranged defense with some slightly different slotting (even without maneuvers).  I just didn't like giving up what I gained to shore that up and honestly didn't feel like it was worth it.  I have not been disappointed so far.

Edited by Saikochoro
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13 hours ago, Saikochoro said:

Sure.  I will give you two.  I don't claim they are the best, but they definitely get the job done.  

 

Build 1:  Quite a bit cheaper than build 2.  Softcap to all positions.  Decent recharge.

 

Build 2:  Controversial build.  I respec'd from build 1 into this once I could afford it.  Slightly better recharge (10% more).  More endurance friendly as you no longer have maneuvers. Better damage on midnight grasp and shadow maul.  Most importantly a trade off:  ranged defense is only 41%, but I picked up rune of protection, which overs very solid resists with 50% uptime.  I played build 1 for a couple months before switching to build 2.  So far, I like build 2 more even though ranged isn't softcapped.  This is only an "issue" when soloing as on teams either phalanx fighting or a teammate with maneuvers will put you at ranged softcap.  Rune of protection however adds a good amount of mitigation for things that get through the defense.  Siphon life then heals anything else.  I have done +4/8 of many different mob factions (not just council) just fine solo even with ranged not being softcapped. 

 

You can also use these as a starting point.  Build 2 could easily be made to softcap ranged defense with some slightly different slotting (even without maneuvers).  I just didn't like giving up what I gained to shore that up and honestly didn't feel like it was worth it.  I have not been disappointed so far.

Excellent builds and excellent advice. My alt-itis seemingly cannot be cured. Maybe this will be the one... 😉

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Honestly, I always wondered this. Back on Live, when I would build PuGs on my Tanker, I always selected them last. But, I recently put one together, Mace/Ninja, specifically to solo. It has been awesome. Kills fast, but does not faceplant at the tiniest mistake like a Blaster. It has good AoE and good ST damage, so it can clear both minions and bosses at speed. So, as far as Scrappers' place in the world, originally, I think the answer is the blue-side solo specialist.

 

I mean, sure, these days, with all the fancy IOs and Incarnates, powerset proliferation, anything can solo just fine. Heck, with P2W gear, my tanker can Rez. Anybody can do almost anything, so the idea of a "place" for any particular AT has very much gone out the window. So, now, it doesn't really matter who or what is on the team. If they are even moderately tricked out, then things are going to go fine. Nowadays, nobody has a "place", other than, teammate number 5.

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34 minutes ago, sammcs said:

Excellent builds and excellent advice. My alt-itis seemingly cannot be cured. Maybe this will be the one... 😉

Don’t know that it is a cure. I still have altitis. But dark/shield scrappers are an absolute blast. I have made 6 scrappers since I made my dark/shield and 6 scrappers prior to it. None of them even come close to as fun. In fact, the only character I have that is as fun (more fun actually) is my dual pistols/martial combat blaster.  
 

Out of my 70 alts, those two are by far the most fun. 

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1 hour ago, ninja surprise said:

 

Wrong question. You should be asking: Does something need to be arrested, defeated, or destroyed?

That's where you leave the Scrapper.

 

You need to listen to the theme song again! 

 

This is amazing.

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On 8/3/2020 at 3:16 PM, Bill Z Bubba said:

A scrapper's place? It's for the players that like to ride that red line...

 

This.  In the context of "why play a scrapper," which is really the question in a figurative sense.  That's the number one answer, for me.

 

To answer the literal reading of the question; a scapper has two "places."  Either in the face of the "hardest" target available, or charging to the next "hardest" one in line.

Edited by InvaderStych
typos are annoying

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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If you were to say this about a Brute I'd get it. They do more damage than a Tanker on single target, but if that's a worry then someone would roll a Scrapper or a Stalker. They are not particularly hardier than a Scrapper or a Stalker without outside buffs so if being tanky is a desire then Tanker is there too.

 

Stalkers are a bit squishy (less so on paper but the lower max HP -is- noticeable in actual game play), and not everyone wants to be arsed with the crit mechanic (not talking of myself, but I've had a friend who literally dumped their Stalker because ugh about having to maneuver their rotations to use their strongest attack after AS). Their AoE is also factually worse (rare be the Claws on a Stalker compared to any other AT).

 

Tankers near catch up with the outliers of double Rage and Titan Weapons to the point of near catching up to Scrappers (my non double Rage or TW Tanker still takes twice as long to break a pylon as my best Scrapper) but there are expectations from a Tanker. As someone who recently moved to the Tanker side I can say I miss helping to speed through TFs by chasing clickies or bosses, but of course that as a Tanker I am not abandoning the team to fend for themselves.

 

Scrappers don't give an arse. They work great out of the box, have no mechanics to bother about, and their damage is gorgeous. More importantly there are few expectations other than to go and do damage.

Edited by Sovera
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28 minutes ago, Sovera said:

there are expectations from a Tanker. As someone who recently moved to the Tanker side I can say I miss helping to speed through TFs by chasing clickies or bosses, but of course that as a Tanker I am not abandoning the team to fend for themselves.

I make all my Tankers petite girls. The other Tanker who's rocking a Huge costume, manly look, on his Invul/SS with Taunt and few attacks? Yeah, you take point buddy. I'll be over there like my usual hyperactive Scrapper self, with somehow mobs even more fond of me than usual. Seems to work out for everyone. 🙂

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38 minutes ago, nihilii said:

I make all my Tankers petite girls. The other Tanker who's rocking a Huge costume, manly look, on his Invul/SS with Taunt and few attacks? Yeah, you take point buddy. I'll be over there like my usual hyperactive Scrapper self, with somehow mobs even more fond of me than usual. Seems to work out for everyone. 🙂

I'm pretty much the same. I do pay attention to look around and jump in if I see someone's HP going down, but to be honest? I already did that on my Scrapper. I can't imagine anyone looking at HP bars going down and not going to help.

 

So to me nothing changed. I even introduce myself as a damage character, not a tank 😄

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3 hours ago, Sovera said:

They are not particularly hardier than a Scrapper or a Stalker without outside buffs so if being tanky is a desire then Tanker is there too.

 

Stalkers are a bit squishy (less so on paper but the lower max HP -is- noticeable in actual game play)

Oh we gonna fight now, Sovera!

You don't notice the higher max HP having the same effect for a brute over a scrapper than you do a scrapper over a stalker? I certainly do.

 

2 hours ago, Sovera said:

I'm pretty much the same. I do pay attention to look around and jump in if I see someone's HP going down, but to be honest? I already did that on my Scrapper. I can't imagine anyone looking at HP bars going down and not going to help.

I must run with a pretty screwed up SG. Some of them glorify faceplants and have turned me into a careless moron far too much of the time.

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1 minute ago, Bill Z Bubba said:

Oh we gonna fight now, Sovera!

You don't notice the higher max HP having the same effect for a brute over a scrapper than you do a scrapper over a stalker? I certainly do.

 

I must run with a pretty screwed up SG. Some of them glorify faceplants and have turned me into a careless moron far too much of the time.

I do, I do, but it's what I said. If tankyness is a desired trait then there are Tankers over there.

 

Now I'm thinking I ought to try duplicating a Claws/Fire Brute without bothering to make a full build with all the frills just to see how much faster it downs a pylon compared to its Tanker mirror.

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5 minutes ago, Sovera said:

I do, I do, but it's what I said. If tankyness is a desired trait then there are Tankers over there.

 

Now I'm thinking I ought to try duplicating a Claws/Fire Brute without bothering to make a full build with all the frills just to see how much faster it downs a pylon compared to its Tanker mirror.

I suspect you'll find what I found. The tank will do around 90% the DPS of the brute... while the brute will continue to have vastly lower than 90% of the mitigation of the tank.

 

EDIT: Yea, I still have a problem with that.

Edited by Bill Z Bubba
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