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Posted

I got frustrated with my sentinel's low damage and got tired of chasing things around with my Street Justice/WP scrapper, and I started messing around with this idea...

Would this be a viable hybrid way to play?

Electric/Energy Aura/Mu, 7 attacks total, 3 melee, 3 ranged, plus lightning rod. I know it would be late game before shaping up, and it would be a mess exemping.

Defense looks strong, based on mids numbers.

 

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 Natural Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(25), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(29)
Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3)
Level 2: Jacobs Ladder -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(15), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(23), SprCrtStr-Rchg/+50% Crit(25)
Level 4: Dampening Field -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(5), UnbGrd-ResDam(5)
Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(7), GssSynFr--ToHit/Rchg/EndRdx(7), GssSynFr--Rchg/EndRdx(9), GssSynFr--ToHit/EndRdx(9), GssSynFr--Build%(11)
Level 8: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13), ShlWal-ResDam/Re TP(43)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48)
Level 16: Energy Protection -- GldArm-3defTpProc(A), UnbGrd-ResDam(17)
Level 18: Chain Induction -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23)
Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 28: Energize -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(31), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(33), DctWnd-Rchg(34)
Level 30: Super Jump -- Jump-I(A)
Level 32: Lightning Rod -- SuddAcc--KB/+KD(A), Obl-Dmg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36)
Level 35: Energy Drain -- Rct-ResDam%(A), Rct-Def(37), Rct-Def/Rchg(50)
Level 38: Mu Bolts -- 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: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/ActRdx/Rng(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Dam%(43)
Level 44: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(45), Ann-Acc/Dmg/Rchg(45), Ann-Acc/Dmg/EndRdx(45), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-ResDeb%(46)
Level 47: Confront -- Acc-I(A)
Level 49: Lightning Clap -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(50), SuddAcc-KB/Acc(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 -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40)
------------

 

 

  • Like 1
Posted

Damn near anything in this game can "work" if you put enough effort into it. Will it be the best? No, no it will not. I've seen people make melee defenders that use nothing but the fighting pool attacks. Will you be able to do everything in the game solo? No, no you will not. But, if you're having fun... more power to ya. 

  • Like 1
Posted

I'd fit in thunderstrike, drop confront, you don't need it, get rid of the 6th slot in zapp, energize, ball lightning and put them into thunderstrike.

 

The build can use a bit more rework to be optimized but it's not a bad start. However it's not really a ranged scrapper, just a scrapper with access to ranged epic attacks which every other combination has access to.

 

Spines, staff, claws, and kinetic combat all have ranged attacks, spines and kinetic combat both have 2, those might be better powersets if you really don't want to chase stuff. And you can take the epic ranged attacks on top of that.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

I hear ya. My main, Astellus, resulted from a combination of struggles I had with both Sentinel and Peacebringer. I had a "cosmic magic super" idea in mind that, thematically, would have fit well with a human-form peacebringer, but I have struggled to actually make that concept work with PB, so I used the PB AT for a different character concept.

 

Astellus is a kinetic melee/energy aura/mu scrapper. He's given me the combination of melee/ranged abilities that I always wanted, without me feeling anemic in the damage department. My only issue with it is that I wish I could give him street justice animations instead of the hand twirlies/jazz fingers kinetic melee has (I do like the "twisty energy" look, personally, just not the hand motions as much). BUT, I get my "cosmic" theme while I also now have:

  • 4 melee attacks (quick strike, body blow, smashing blow, and concentrated strike);
  • 5 ranged attacks (repulsing torrent, focused burst, mu bolts, zapp, and ball lightning), and;
  • A really pretty, and pretty awesome, defensive set (energy aura is perfect for my concept of 'character with an aura like interstellar plasma').

I don't worry about min/maxing much. My priority is builds that fit character concepts, so I may sometimes take skills that others would skip (a case could be made for foregoing on Concentrated Strike in favor of something else, as that power has... issues). If it helps, I have posted my build below. Again, definitely not a "min/max" build, but I'm having a fun with it.

 

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!

Astellus: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Force of Will
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Quick Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(7)
Level 1: Kinetic Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(9), ShlWal-Def/EndRdx/Rchg(15), ShlWal-ResDam/Re TP(15)
Level 2: Body Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(5), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Acc/Dmg/Rchg(9)
Level 4: Dampening Field -- StdPrt-ResDam/Def+(A), ImpArm-ResDam(11), ImpArm-ResPsi(11), ImpArm-ResDam/EndRdx(19)
Level 6: Smashing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Dam%(19)
Level 8: Power Siphon -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(21), AdjTrg-Rchg(21)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Power Shield -- Rct-ResDam%(A), Rct-Def(23), Rct-Def/EndRdx(23)
Level 14: Mighty Leap -- BlsoftheZ-Travel/EndRdx(A)
Level 16: Energy Protection -- Ags-Psi/Status(A), ImpArm-ResPsi(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(27)
Level 18: Repulsing Torrent -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(27), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/Rchg(29), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(31)
Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A)
Level 22: Burst -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(31), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), FuroftheG-ResDeb%(34)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Focused Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(36)
Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(39)
Level 30: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Concentrated Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(40), SprScrStr-Acc/Dmg/Rchg(40), SprScrStr-Dmg/EndRdx/Rchg(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(42), SprScrStr-Rchg/+Crit(42)
Level 35: Energy Drain -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(48), PrfShf-End%(50)
Level 38: Overload -- LucoftheG-Def/Rchg+(A)
Level 41: Mu Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45)
Level 44: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(45), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(46)
Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit 
Level 1: Prestige Power Dash -- Run-I(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Run-I(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Run-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50), EndMod-I(50)
Level 1: Quick Form 
Level 50: Ion Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Polar Lights Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Assault Radial Embodiment 
Level 50: Musculature Core Paragon 
------------

Liberty and Virtue server refugee. Everlasting resident.

 

Main/Planned Characters:

  • Astellus - Kinetic/Energy/Mu Scrapper (Magic)
  • Plasmitar - Radiation/Energy/Flame Blaster (Science)
  • Scionic - Psychic/Atomic/Soul Blaster (Mutation)
  • Safehouse - Street Justice/Energy Aura Scrapper (Magic)
  • Starshear - Energy/Atomic/Force Blaster (Science)
  • Neonstar - Luminous/Luminous Peacebringer (Natural)
  • Faerwald - Gravity/Energy/Psionic Dominator (Science)
  • Fomalhaut - Rad/Rad Sentinel (Science)
Posted (edited)

Definitely feasible and fun.  I had exactly the same thought process and then made the Stalker build below.  Why play a Sentinel with gimped AoE caps, subpar armor sets, a rinky dink inherent and lower damage scales, when you can play a ranged Stalker or Scrapper who outperforms the Sentinel in every metric?

 

Is it the most optimal Stalker? No.

Is it the most fun Stalker I've played? Yes.

Is it more optimal and more fun than any Sentinel I've played? Definitely yes.

 

I'm pretty sure a lot of the build translates well to a Scrapper version.  

 

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!

Stalk-tinel: Level 50 Science Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(5), Ksm-ToHit+(7)
Level 2: Resist Physical Damage -- ImpArm-ResPsi(A)
Level 4: Kick -- FrcFdb-Rechg%(A)
Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Dull Pain -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 14: Temp Invulnerability -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23)
Level 16: Unyielding -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(25), Ags-ResDam(25), Ags-ResDam/EndRdx(27), GldArm-3defTpProc(27)
Level 18: Chain Induction -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(29), SprAssMar-Dmg/Rchg(29), SprAssMar-Acc/Dmg/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(31), SprAssMar-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Environmental Resistance -- ResDam-I(A), ResDam-I(46)
Level 22: Tough -- ImpArm-ResPsi(A)
Level 24: Mystic Flight -- EndRdx-I(A)
Level 26: Thunder Strike -- Obl-%Dam(A), Obl-Dmg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), ScrDrv-Dam%(34)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34)
Level 30: Reinforced -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(36), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(37)
Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 38: Mu Bolts -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(40), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42)
Level 41: Zapp -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dam%(43), StnoftheM-Dam%(43)
Level 44: Ball Lightning -- Rgn-Acc/Dmg/Rchg(A), Rgn-Knock%(45), Rgn-Dmg/EndRdx(45), Ann-ResDeb%(45), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Electric Shackles -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(48), UnbCns-Dam%(48), Dvs-Hold%(48), Dvs-Acc/Dmg/Rchg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
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(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9), EndMod-I(11)
Level 50: Barrier Core Epiphany 
Level 50: Musculature Radial Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Radial Flawless Interface 
Level 50: Assault Radial Embodiment 
Level 50: Banished Pantheon Radial Superior Ally 
Level 1: Quick Form 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

Edited by Omega-202
Posted

Have you thought of spines since you get two ranged attacks in throw spines and impale or claws you have focus and shock wave

 

 

FlashBack to old days: Pinnacle

Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50

Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50

Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA

Posted
28 minutes ago, hejtmane said:

Have you thought of spines since you get two ranged attacks in throw spines and impale or claws you have focus and shock wave

 

 

Depends on what the OP values more.  If they're looking for something that mimics and probably surpasses a Sentinel, then Electric gives you Lightning Rod which is equivalent in function and stats to the Sentinel nukes.  It's actually a 1-for-1 in damage scale and recharge with the standard Sentinel nukes (3.19 damage scale, 90s recharge) but Scrappers have a higher melee modifier so it's better than the Sentinel nukes.  

 

Mu already gives you 4 ranged attacks that can be chained with enough recharge bonus, so it's not required to grab another ranged attack. That's not to say you couldn't make the concept work with Claws or Spines, but Lightning Rod is a monster that can be hard to pass up.  

Posted
16 minutes ago, Omega-202 said:

Depends on what the OP values more.  If they're looking for something that mimics and probably surpasses a Sentinel, then Electric gives you Lightning Rod which is equivalent in function and stats to the Sentinel nukes.  It's actually a 1-for-1 in damage scale and recharge with the standard Sentinel nukes (3.19 damage scale, 90s recharge) but Scrappers have a higher melee modifier so it's better than the Sentinel nukes.  

 

Mu already gives you 4 ranged attacks that can be chained with enough recharge bonus, so it's not required to grab another ranged attack. That's not to say you couldn't make the concept work with Claws or Spines, but Lightning Rod is a monster that can be hard to pass up.  

Yeah, what Omega-202 said, it's more of a concept thing and Lightning Rod is a big selling point. I already have a 50 claws brute, and I have never been able to get pass the ugliness of spines.

 

Good call on Kinetic melee, Nemu and Safehouse. I'll play around with a build for that.

 

Thanks for the great advice, everybody!

  • Like 1
Posted (edited)

Its a concept I wanted to try in the past but haven't done so yet. It seems perfectly feasible given your Epic options paired with a set like Kinetic Melee (two 40ft range attacks), or either Claws or Spines (40ft ST and 30ft cone). Personally, i think I would do it with claws because I like the animation times and the set is good all around.

 

I suppose it doesn't have to be a scrapper either. A ranged brute would be sort of neat, mostly for the idea of having a ranged character with 90% resistance to damage.

Edited by Bopper

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Posted
21 minutes ago, Bopper said:

Its a concept I wanted to try in the past but haven't done so yet. It seems perfectly feasible given your Epic options paired with a set like Kinetic Melee (two 40ft range attacks), or either Claws or Spines (40ft ST and 30ft cone). Personally, i think I would do it with spines because I like the animation times and the set is good all around.

 

I suppose it doesn't have to be a scrapper either. A ranged brute would be sort of neat.

There's some really good ranged APP/PPP options for Brutes/Tankers.  I think the concept works a bit nicer on Scrappers/Stalkers due to the snipe and hold proc bomb combo in the PPPs, but Brutes have at least 4 solid options:

 

Pyre has 4 solid attacks and Char can be a proc-bomb.

 

Arctic has 3 + Ice Storm with the bonus of also being able to slot the Imp. Swift. smashing proc in all of them.  Animations are a bit worse than Pyre though.

 

Soul has 3 ranged attacks with Gloom being a worthwhile pick on any build, even in most melee chains.

 

Mu is the standard farming set and has 3 good ranged attacks and Static Discharge.  

 

I might have to fiddle around on Mids to see what I come up with.  

Posted
4 minutes ago, Omega-202 said:

There's some really good ranged APP/PPP options for Brutes/Tankers.  I think the concept works a bit nicer on Scrappers/Stalkers due to the snipe and hold proc bomb combo in the PPPs, but Brutes have at least 4 solid options:

 

Pyre has 4 solid attacks and Char can be a proc-bomb.

 

Arctic has 3 + Ice Storm with the bonus of also being able to slot the Imp. Swift. smashing proc in all of them.  Animations are a bit worse than Pyre though.

 

Soul has 3 ranged attacks with Gloom being a worthwhile pick on any build, even in most melee chains.

 

Mu is the standard farming set and has 3 good ranged attacks and Static Discharge.  

 

I might have to fiddle around on Mids to see what I come up with.  

If I were to do Brute, personally I'd always go with Soul. Gloom is the closest thing to replacing the loss of Snipe attacks, and the animation speed of Gloom and Dark Obliteration is very nice. Plus, I'm a sucker for Darkest Night as it is so incredibly strong (although, it is MUCH stronger on a tank). 


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Posted (edited)
40 minutes ago, Bopper said:

Plus, I'm a sucker for Darkest Night as it is so incredibly strong (although, it is MUCH stronger on a tank). 

But....why.....does....it....need....to......animate.....so....slo-crud, the whole spawn died already.

Edited by Omega-202
Posted
2 minutes ago, Omega-202 said:

But....why.....does....it....need....to......animate.....so....slo-crud, the whole spawn died already.

If something is gonna die in 3s anyways, I wouldn't use it in that situation. It's the situations where it matters that I utilize it. Anchor it onto an AV, or if you're solo, anchor it on an EB or Boss. There are some missions I run that swarms me with debuffers, so having the extra layer of to-hit debuffs and more importantly damage debuffs has really helped me a ton.


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Posted
6 minutes ago, Bopper said:

If something is gonna die in 3s anyways, I wouldn't use it in that situation. It's the situations where it matters that I utilize it. Anchor it onto an AV, or if you're solo, anchor it on an EB or Boss. There are some missions I run that swarms me with debuffers, so having the extra layer of to-hit debuffs and more importantly damage debuffs has really helped me a ton.

I get it, I was being facetious, but I do think its emblematic of the larger issue with debuffs in general in the current state of the game.  Enemies die fast and a large proportion of debuffs have 2+ second animations that make it so they are only useful in niche scenarios. 

Posted
9 hours ago, Nemu said:

if you really don't want to chase stuff

Alternate option: play a Tank.  Every attack does a AoE taunt so the critters keep turning around and coming back, no matter (almost) how much they want to run away. And you'll probably still defeat quicker than the Sentinel.

Posted

My alternate option is to play a melee blaster and graduate out of those training wheels that is the melee AT, or basically anything that play in melee and has mez protection. 😝

  • Like 1
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

I got the pyre epic on my claws brute, and it just felt really out of place, concept-wise. Slash somebody, put away your claws and throw fire, pop claws back out and slash again.

 

And Nemu... blame my Fire/Ice blaster for this whole thing. She's my favorite character and totally spoiled me for pretty much everything else. Sentinels have crap damage, Scrappers have to chase. My rad/dark tank is only mid-30's and can live in the middle of a pack.... but killing that pack is so  s l o w.

 

Maybe I'll try out this concept with a stalker instead? I think I'll just have to make a few different options and see what I like best. If only it didn't take so long to get to those epics, without farming.

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