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Posted
4 hours ago, Incursion said:

That’s correct, I forgot you have it  slotted that way. I put the Proc in bone smasher like you did, I can see it triggering critical strikes on screen, but when I follow up with ET or TF I often don’t see it actually criting. Maybe it’s just my imagination, or the animations are too long to get it in that window of time. It does seemingly work with whirling hands being activated right after Bonesmasher. I do have to agree with you about whirling hands, it is crappy The cone on power crash when non-energy mode is abysmal and maybe worse. I had thought about maybe dumping Saul mastery and going with blaze instead, taking out whirling hands. In doing so, could probably six slot fireball, And move slot from shadow meld and moonbeam into meltdown and something else. On my version, that’s a lot of recharge lost unless I pick it up somewhere else. There isn’t very good AOE options for EM, but it’s kind of a single target set. It rips EB’a and AVa apart.

 

I got my EM rad scrapper slotted about 1/2 so far. Can definitely see the potential, and I really am using meltdown more than I thought I would. But because I’m so under slotted at the moment I was actually using it for a recovery. 

 

On my live build I moved the Critical Strikes proc into TF, and put the Touch of Death proc in Bone Smasher.  When it goes off (feels like slightly more in TF) it seems to be able to include Fast ET and Moonbeam or BS in its effects, but ET doesn't seem to really crit for much -- maybe a factor of Fast ET is that extra crit damage is limited.  I like your idea of looking at Fireball, I'll look at that.

Posted
2 hours ago, Frosticus said:

Keep in mind that the proc doesn't guarantee criticals. It adds a flat 50% increase. 

 

So in the end you get about 2/3rd chance to crit with TF if that is your goal.

 

I prefer to jam several fast attacks in the window. It may/may not work out better but I like seeing the critical hits

Is it affecting the power That it is slotted in, or the next power or powers within a 3.25 second span? With having it in bones masher, I do roughly half the time see it say superior critical strikes, I don’t recall actually seeing a critical hit until I hit the next power. 

Posted

Next power(s) after the one it is slotted in is used.

 

I dont think the 3.25sec starts perfectly at the end of power execution though. Or at least not perfectly in every power. Some powers have a weird pause after execution before you can start the next power. Powers like those likely eat into the 3.25 sec.

 

 

 

Posted
17 minutes ago, Frosticus said:

Next power(s) after the one it is slotted in is used.

 

I dont think the 3.25sec starts perfectly at the end of power execution though. Or at least not perfectly in every power. Some powers have a weird pause after execution before you can start the next power. Powers like those likely eat into the 3.25 sec.

 

 

 

OK, that’s what I thought. I was putting it in bone smasher and then following up with TF. I feel like I wasn’t getting the critical out of TF. I have to do some real testing,

Posted (edited)

OK I definitely am enjoying this build, 

I have now fully slotted per my version with iOS. Using agility and ageless (tier 2 atm, need some more emp threads for the tier 3 lore. 
 

After plus 5ing  a couple of the resistance powers, I am capped on smash, lethal, toxic, fire, and around 71% on psi resistance, 66% on negative energy, and around 45% on cold. My defense of numbers are hovering around 32% for smashing lethal, fire and cold, Energy and negative energy. I am definitely getting hit quite often by boss levels at 54, and in small groups, they are hitting me pretty hard. This was testing and a fire farm mission, as I was just trying to get my incarnate XP capped and some threads. I still have to get my third level shift, so I’m sure that will help. Defense definitely is more important than resistance in terms of survivability with groups mobs. The heal power is recharging relatively quick, but I am definitely needing to use it often. Particle barrier The only giving me about 400 HP slotted the way it is now. I’m not sure what the difference would be with heavier investment in that power. It seems very easy to perma it, thus resetting the bar each time it’s pressed.

 

I went toward ageless core paragon on the left side of the tree, but now I am sort of regretting it, as I certainly don’t need endurance recovery. On most of my other characters I’m very reliant on ageless, and this one I feel like I have to work really hard to move my endurance bar. So, maybe barrer might be better. I’m not going to make any changes until I get my third level shift. As it stands now, I feel like the build needs shadow meld. I’d like to break away from it if I can because between that, the heal, and the particle barrier, it’s a lot of clicks that interrupt the attack chain. 

Edited by Incursion
  • Like 1
Posted

Is it just me or does disorient have a less proc chance than knock? I have a WM and an NRG scrapper snd I see far more knocks than I do disorients. I have the P2W vendor knock IO in barrage and it seems to go off more than the disorients do.

Posted (edited)

This is what I've been messing around with on Live lately.

I switched to Blaze mastery which really was a toss up with Mu -- gave up the snipe for Fire Blast in order to get Fireball.  Fireball is a bit stronger than Ball Lightning, but you have to spend another power to get it (1 slotted Fire Cages for those pesky bosses/AVs you need to immob, like Dir 11).  If I had gone Mu, I probably would have taken Tactics.

 

I didn't obsess about 75% capping more resists, N/T are close enough. I went for uptime on Meltdown.

 

Fireball can crit which is nice - TF to proc Crit Strikes, Fireball, Rad Therapy (proc'd) and Ground Zero (proc'd) wipes a lot of spawns, with fast ET queued for clean up. 

 

I figure on teams there will be enough buffs going around to cap Res and push the Def numbers high enough.  I am bidding on and carrying Lucks (the middle one) as basically my only inspi load out - easier to carry inspis then sacrifice for more Def.  Proc'd attacks are likely better when teamed too, since buffs will put you towards damage and/or recharge.  I went with the Rikti tree for the unkillable Rikti Lt who casts AM on you (like 3 times when he's out).

 

Build is a bit painful when exemp'd as you have like 2 attacks (EP and BS) plus Rad Therapy.  I'll probably make an exem'd build if I plan to do a lot of lower level TFs. On teams for WST, you'll be carried more or less.

 

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Radiant Soul: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Energy Punch -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
Level 1: Alpha Barrier -- Ags-ResDam(A), Ags-ResDam/Rchg(7), Ags-EndRdx/Rchg(9), Ags-ResDam/EndRdx(9), Ags-ResDam/EndRdx/Rchg(11), Ags-Psi/Status(11)
Level 2: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(15), TchofDth-Dam%(17)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(21)
Level 6: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(27)
Level 12: Gamma Boost -- PrfShf-End%(A), Mrc-Rcvry+(27)
Level 14: Build Up -- GssSynFr--Build%(A)
Level 16: Radiation Therapy -- Prv-Heal(A), Prv-Heal/Rchg(29), ScrDrv-Dam%(29), TchoftheN-%Dam(31), Obl-%Dam(31), Erd-%Dam(31)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), Rct-ResDam%(33)
Level 20: Beta Decay -- AchHee-ResDeb%(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(33), ImpArm-ResPsi(34), StdPrt-ResDam/Def+(34)
Level 26: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprCrtStr-Rchg/+50% Crit(37)
Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(37), Prv-Absorb%(37)
Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(39), ShlWal-Def(39), ShlWal-ResDam/Re TP(39)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(40), Hct-Dmg/EndRdx(40), Hct-Dam%(40), GldStr-%Dam(42), TchofDth-Dam%(42)
Level 35: Ground Zero -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(42), Arm-Dam%(43), TchofLadG-%Dam(43), Obl-%Dam(43), Erd-%Dam(45)
Level 38: Meltdown -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46)
Level 41: Ring of Fire -- HO:Endo(A)
Level 44: Fire Blast -- Apc-Dmg/EndRdx(A), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(48), Apc-Dam%(48)
Level 47: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Dmg/Rchg(50), Bmbdmt-+FireDmg(50), Ann-ResDeb%(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Energy Focus
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Pyronic Total Core Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rikti Radial Superior Ally
Level 50: Assault Core Embodiment
------------

 

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Edited by brasilgringo

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