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To go Bio/Claws Tanker, or Claws/Bio Scrapper?


Fomsie

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So I am torn... or would it be shredded?... do I continue my love affair with Tankers and go Bio/Claws for the added survivability, or do I go Claws/Bio Scrapper for the added damage?

Now, Bio is absolutely mandatory here because of the theme and look I am going for, so while some things may pair better with Claws, in this case it must be Bio.

I have a couple of /Bio Scrappers, and the set works wonderfully on them for reactive survival (it feels very much like what my main back on live, /Regen, should have been), I have also done Claws before on a Scrapper. Additionally, I have a Bio/SS Tanker and know the durability it brings to the table.

I guess my question to the experts out there is, are the benefits from Bio enough to make the Claws a solid solo performer as a Tanker? (I know how to Tank in groups in TFs and Trials, but when doing story content and hunting GMs/AVs, I am usually solo). Would I be well suited to use Bio/Claws Tanker as my "do everything" character, or would I be better off going with the greater damage of a Scrapper version?

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Scrapper Pros:

  • Scrappers have the most optimal version of claws altogether. Spin is especially a bit overtuned compared to similar pbaoes.
  • Crits!

 

Tanker Pros:

  • Durability (obvious, I know!)
  • More freedom in slotting/proccing attacks, as you have less need to shore up defenses.
  • Most importantly - things don't run away constantly! I would love my little Claws/Fire scrapper if his alpha didn't cause mobs to flee to the winds. I suppose I could grab provoke, but a Tanker gets to hold them in place just by existing. Correction - there are a few Scrapper armor sets with actual taunt auras, and /Bio is one of them.

 

Overall, I prefer tanker. If I were regularly teamed with a Tanker, scrapper might be better.

 

Given that you are using a Scrapper secondary with a taunt aura, I think Scrapper is probably the stronger combo overall. Tankers still have the easy and high cap aoes, but Scrapper claws really is a swipe above the rest.

Edited by Onlyasandwich
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50 minutes ago, ninja surprise said:

You could not consider me a true friend if I did not say this.

 

IP73r.gif

Sadly, I have suffered serious CoH burnout recently... and in fact have only logged on grab the anniversary badge in the past few weeks... so alas it needs to be one character I can focus on, as I simply haven't the drive or desire to do it all twice again at this point.

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Well... as stated and since it is the Tanker forum, I'm going to say Tank as well. But, I will say it depends on what you're after. If you're looking for something that can survive about anything go Tank, if you want DPS and "Kill Fast" then go Scrapper.

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Nothing warms your opponent like Fiery Melee.

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I prefer the Tanker:

  • No heavy-hitting attack. On a Scrapper, you want a set where the attack after your ATO proc hits like a truck. Claws' hardest hitting attacks aren't even as good as a epic Snipe.
  • Perfect Zinger. Tankers can slot it. Scrappers can't. This means you can quad-proc Follow Up and Focus on a Tanker while you only have three proc options on a Scrapper.
  • Weak second attack. Virtually all melee sets force Tankers to take a bad attack but permit Scrappers/Stalkers/Brutes to take the decent second attack. For Claws, neither attack is desirable so Scrappers have no real advantage in 'wasted powers'.
  • Easier to meet defensive goals. When you're quad-proc'ing attacks, you need a lot from the rest of your build to make up for the fact that you can't use your offensive powers for set bonuses.

 

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12 hours ago, Onlyasandwich said:

 

  • Most importantly - things don't run away constantly! I would love my little Claws/Fire scrapper if his alpha didn't cause mobs to flee to the winds. I suppose I could grab provoke, but a Tanker gets to hold them in place just by existing.

Scrapper fiery aura does not have a taunt aura. Scrapper secondaries are not made with parity, not all lack a taunt aura. Scrapper secondaries that do have a taunt aura do not have equal durations between them. Invul, shield, and bio armor have particularly good taunt auras and can make for fine main tanks for teams when built.

 

A claws/bio scrapper will not have the same issues as your claws/fiery.

 

A claws/fiery is absolutely stronger on brute or tanker because of taunt disparity. Claws/bio vs bio/claws is more of a toss up, but i would personally lean towards scrapper.

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7 hours ago, DreadShinobi said:

bio armor have particularly good taunt auras

Thank you for catching that!

 

I have much less scrapper experience than tank, so had it a bit in mind that Scrapper = no taunt aura.

 

In that case, I actually think I would edge towards Scrapper for any armor set that includes a taunt aura.

 

I suppose the common element between these powers (invincibility, evolving armor, against all odds) is that they are autohit and require enemies in range for their buffs to work. It makes a bit of sense that they would taunt even on scrapper - otherwise you would often get only marginal benefit from them as defensive powers.

Edited by Onlyasandwich
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9 hours ago, DreadShinobi said:

Scrapper fiery aura does not have a taunt aura. Scrapper secondaries are not made with parity, not all lack a taunt aura. Scrapper secondaries that do have a taunt aura do not have equal durations between them. Invul, shield, and bio armor have particularly good taunt auras and can make for fine main tanks for teams when built.

 

A claws/bio scrapper will not have the same issues as your claws/fiery.

 

A claws/fiery is absolutely stronger on brute or tanker because of taunt disparity. Claws/bio vs bio/claws is more of a toss up, but i would personally lean towards scrapper.

Great clarification. What is your reasoning for leaning towards a scrapper? I know Bio is known to shine on a scrapper as it makes them survivable *enough* while also boosting up their damage significantly.

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21 hours ago, Fomsie said:

Sadly, I have suffered serious CoH burnout recently... and in fact have only logged on grab the anniversary badge in the past few weeks... so alas it needs to be one character I can focus on, as I simply haven't the drive or desire to do it all twice again at this point.

 

Totally understandable.  

After re-reading your first post to better answer your question, Claws works just fine for solo tanking. It puts out good damage, the build-up attack is great for Tanks, and like @Hjarki says you can proc up the attacks since you don't have to chase so many survival set bonuses.

 

I suppose it also depends on the playstyle that best supports your burnout.

The Scrapper will be frantic - have to keep on top of your Bio clickies and inspirations to stay alive. Like you said, the "functional regen". But oh boy do mobs melt fast.

The Tank will be a less frantic, more cruise control. Still have to click Ablative Carapace before alphas but you can focus more on crowd control and attacking, with the Tank's bigger hit point buffer.

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5 hours ago, StriderIV said:

Great clarification. What is your reasoning for leaning towards a scrapper? I know Bio is known to shine on a scrapper as it makes them survivable *enough* while also boosting up their damage significantly.

Because of these two points:

On 5/4/2021 at 11:05 AM, Onlyasandwich said:

Scrapper Pros:

  • Scrappers have the most optimal version of claws altogether. Spin is especially a bit overtuned compared to similar pbaoes.
  • Crits!

Not only does a scrapper do more damage at a baseline level, you are also getting even more mileage from the constant +dmg available from follow-up, offensive adaptation, and higher base for -res effects to multiply (evolving armor, achilles).

 

I'll also notate here that the extra damage proc slotting available to tankers that @Hjarki brought up (specifically perfect zinger) is not something that will ever come close to bridging the damage difference. Claws attacks have absurdly low base cooldown numbers Slash 4.8s, Follow-up 12s, Focus 6.4s, Spin 9.2s, Shockwave 12.1s, that do not make them very friendly towards proc slotting. Proc loading your attacks also means that you will not be able to run the optimal FU>Slash>Focus>repeat attack chain, and may even be a dps loss doing so.

 

More damage is always going to be more beneficial. More survivability can be nice or it can be superfluous. Excessively needing to click your defensive cooldowns to stay afloat that would lower your dps is something to consider, as is build flexibility afforded by higher base defensive numbers on a tanker. However Bio armor doesn't really need to hit softcaps to function well, the set as a whole has some of the best layered mitigation available in the game. Bio Armor is a great set to run with its base effectiveness while focusing on offensive potential, but that is a playstyle preference. A bio armor tanker that went out of its way to achieve softcaps will not only have many dps compromises, but in the majority of circumstances will have so much survivability that many of the inherent tools available in the set become unneeded because your defense set bonuses+regen become more than enough, leading to a "survivability compromise." Bio armor functions at its best when you can pop your defensive cooldowns between spawns and kill everything before you need to click something defensive, this effectiveness lends itself towards being a scrapper.

 

Scrappers also have access to Shadow Meld that tankers do not. It is a very low investment power pick that you can either click while running towards the next spawn negating the long cast time, or it can be used to reverse cascading defense failure, which bio armor has zero DDR.

 

Here is my Claws/Bio Scrapper build if anyone is curious what numbers you can reach with the set as a Scrapper. It has 146.3% global recharge as set bonuses, which is enough to run the FU>Slash>Focus attack chain gapless factoring arcanatime. 

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: Claws
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7)
Level 2: Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg(5), AchHee-ResDeb%(7)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A)
Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/Rchg(9), SprCrtStr-Dmg/EndRdx/Rchg(11), SprCrtStr-Acc/Dmg/EndRdx/Rchg(11), SprCrtStr-Rchg/+50% Crit(13)
Level 10: Adaptation 
Level 12: Inexhaustible -- Pnc-Heal/+End(A), Pnc-Heal(13), Pnc-Heal/EndRedux(15), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(31)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)
Level 18: Focus -- Dcm-Build%(A), Apc-Dam%(19), Apc-Dmg/EndRdx(19), Apc-Dmg(21), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(23)
Level 20: Evolving Armor -- UnbGrd-Max HP%(A)
Level 22: Super Speed -- WntGif-ResSlow(A)
Level 24: Stealth -- LucoftheG-Def/Rchg+(A)
Level 26: Spin -- Arm-Acc/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Arm-Dmg/Rchg(29)
Level 28: DNA Siphon -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(31), Pnc-EndRdx/Rchg(31), Pnc-Heal/EndRedux/Rchg(46), Pnc-Heal(46)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Shockwave -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), OvrFrc-Dam/KB(34)
Level 35: Genetic Contamination -- 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: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40)
Level 41: Moonbeam -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(42), StnoftheM-Dam%(42), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/ActRdx/Rng(43)
Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45), ShlWal-Def/Rchg(45)
Level 47: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-Rchg/Hold(48)
Level 49: Summon Widow -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(50), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(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 -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- SynSck-EndMod(A)
Level 10: Defensive Adaptation 
Level 10: Efficient Adaptation 
Level 10: Offensive Adaptation 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Ageless Core Epiphany 
Level 10: Shadow Recall -- Empty(A)
Level 50: Cardiac Core Paragon 
------------

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------------

Edited by DreadShinobi
  • Like 4

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58 minutes ago, DreadShinobi said:

Because of these two points:

Not only does a scrapper do more damage at a baseline level, you are also getting even more mileage from the constant +dmg available from follow-up, offensive adaptation, and higher base for -res effects to multiply (evolving armor, achilles).

 

I'll also notate here that the extra damage proc slotting available to tankers that @Hjarki brought up (specifically perfect zinger) is not something that will ever come close to bridging the damage difference. Claws attacks have absurdly low base cooldown numbers Slash 4.8s, Follow-up 12s, Focus 6.4s, Spin 9.2s, Shockwave 12.1s, that do not make them very friendly towards proc slotting. Proc loading your attacks also means that you will not be able to run the optimal FU>Slash>Focus>repeat attack chain, and may even be a dps loss doing so.

 

More damage is always going to be more beneficial. More survivability can be nice or it can be superfluous. Excessively needing to click your defensive cooldowns to stay afloat that would lower your dps is something to consider, as is build flexibility afforded by higher base defensive numbers on a tanker. However Bio armor doesn't really need to hit softcaps to function well, the set as a whole has some of the best layered mitigation available in the game. Bio Armor is a great set to run with its base effectiveness while focusing on offensive potential, but that is a playstyle preference. A bio armor tanker that went out of its way to achieve softcaps will not only have many dps compromises, but in the majority of circumstances will have so much survivability that many of the inherent tools available in the set become unneeded because your defense set bonuses+regen become more than enough, leading to a "survivability compromise." Bio armor functions at its best when you can pop your defensive cooldowns between spawns and kill everything before you need to click something defensive, this effectiveness lends itself towards being a scrapper.

 

Scrappers also have access to Shadow Meld that tankers do not. It is a very low investment power pick that you can either click while running towards the next spawn negating the long cast time, or it can be used to reverse cascading defense failure, which bio armor has zero DDR.

 

Here is my Claws/Bio Scrapper build if anyone is curious what numbers you can reach with the set as a Scrapper. It has 146.3% global recharge as set bonuses, which is enough to run the FU>Slash>Focus attack chain gapless factoring arcanatime. 

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: Claws
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7)
Level 2: Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg(5), AchHee-ResDeb%(7)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A)
Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/Rchg(9), SprCrtStr-Dmg/EndRdx/Rchg(11), SprCrtStr-Acc/Dmg/EndRdx/Rchg(11), SprCrtStr-Rchg/+50% Crit(13)
Level 10: Adaptation 
Level 12: Inexhaustible -- Pnc-Heal/+End(A), Pnc-Heal(13), Pnc-Heal/EndRedux(15), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(31)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)
Level 18: Focus -- Dcm-Build%(A), Apc-Dam%(19), Apc-Dmg/EndRdx(19), Apc-Dmg(21), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(23)
Level 20: Evolving Armor -- UnbGrd-Max HP%(A)
Level 22: Super Speed -- WntGif-ResSlow(A)
Level 24: Stealth -- LucoftheG-Def/Rchg+(A)
Level 26: Spin -- Arm-Acc/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Arm-Dmg/Rchg(29)
Level 28: DNA Siphon -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(31), Pnc-EndRdx/Rchg(31), Pnc-Heal/EndRedux/Rchg(46), Pnc-Heal(46)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Shockwave -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), OvrFrc-Dam/KB(34)
Level 35: Genetic Contamination -- 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: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40)
Level 41: Moonbeam -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(42), StnoftheM-Dam%(42), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/ActRdx/Rng(43)
Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45), ShlWal-Def/Rchg(45)
Level 47: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-Rchg/Hold(48)
Level 49: Summon Widow -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(50), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(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 -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- SynSck-EndMod(A)
Level 10: Defensive Adaptation 
Level 10: Efficient Adaptation 
Level 10: Offensive Adaptation 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Ageless Core Epiphany 
Level 10: Shadow Recall -- Empty(A)
Level 50: Cardiac Core Paragon 
------------


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

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This build looks like it'd be an absolute AV kill, but clean up trash mobs as well with spin. Very nice.

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2 hours ago, DreadShinobi said:

I'll also notate here that the extra damage proc slotting available to tankers that @Hjarki brought up (specifically perfect zinger) is not something that will ever come close to bridging the damage difference. Claws attacks have absurdly low base cooldown numbers Slash 4.8s, Follow-up 12s, Focus 6.4s, Spin 9.2s, Shockwave 12.1s, that do not make them very friendly towards proc slotting. Proc loading your attacks also means that you will not be able to run the optimal FU>Slash>Focus>repeat attack chain, and may even be a dps loss doing so.

Tanker and Scrapper versions have different recharge numbers. Spin on a Tanker is 14 sec while the damage on the Tanker's Spin is actually higher than the damage on the Scrapper's. Focus is 8 sec on a Tanker vs. 6 sec on a Scrapper.

 

To put this in perspective, let's look at the two big attacks.

 

On a Tanker, Follow Up will deal 42.2638 damage. On a Scrapper, it will deal 50.0492 damage. With a recharge of 12 sec, the quad procs will deal 257 damage. With 100% internal recharge, a single purple proc will deal 55 damage.

 

On a Tanker, Focus will deal 79.7728 damage. On a Scrapper, it will deal 86.9605 damage. With a recharge of 8 sec, the quad procs will deal 189 damage. With a recharge of 6 sec, a single purple proc will deal 58 damage.

 

Defensively, hitting F/C/E/N soft-caps and S/L hard-cap (in offensive adaptation) is trivial on a Tanker - you'll hit those marks just building for recharge. The Scrapper version of this build isn't remotely close to the survivability of the Tanker version.

 

Scrappers do get a better bonus from Follow Up (37.5% to 30%). However, the relatively light base damage of the attacks means that this has a lot less impact than you might expect.

 

Indeed, even on a Scrapper, you should probably be quad-proc'ing Follow Up (the lack of procs is an issue for Focus, not Follow Up). The rotation you're listing has 220 base damage for a Scrapper. Going from 3 stacks to 2 stacks would thus lose you 82 damage - far less than you'd gain by layering all of those procs on a slower recharge Follow Up. However, it's significantly harder to put together the rest of the build on a Scrapper.

 

 

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  • 2 weeks later
On 5/5/2021 at 5:11 PM, DreadShinobi said:

Claws attacks have absurdly low base cooldown numbers Slash 4.8s, Follow-up 12s, Focus 6.4s, Spin 9.2s, Shockwave 12.1s, that do not make them very friendly towards proc slotting. Proc loading your attacks also means that you will not be able to run the optimal FU>Slash>Focus>repeat attack chain, and may even be a dps loss doing so.

 

Seconding this.

 

But a question: why FU>Slash>Focus instead of FU>Focus>Slash? Always been better for me to have the third stack of FU on Focus rather than Slash since Focus has the higher DPA and base damage.

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On 5/5/2021 at 8:24 PM, Hjarki said:

Focus is 8 sec on a Tanker vs. 6 sec on a Scrapper.

 

Huh. Never noticed this. Or if I did I completely forgot. Still works out on the chain of FU>Focus>Slash>repeat due to 313% total recharge needed in FU for both though. Thought only the aoes were bumped up on recharge and thus base damage.

 

Swipe: Both 2 sec recharge

Strike: 3 vs 5 for scrap vs tank

Slash: 5 vs 6

Spin: 9 vs 14

Followup: 12 on both

Focus: 6 vs 8

Eviscerate: 9 vs 12

Shockwave: 12 vs 14

 

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Bio is at heart a resist set.  Tankers can improve that easily.  Brutes have a bit harder time, but the poor scrapper is stuck with a 75% resistance cap.  My rule of thumb is, defense sets shine on scrappers, resistance sets on tankers and to some extent brutes.  

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