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Posted

I would love some advice! Haven't play a scrapper since live and never IO'd one out before. I play one toon for months  before I make a new one. So I'm trying to put as much love and thought into this build. I love my fly and fold space combo/play style so I'm trying to keep them in the build without giving up to much. 

1. I'm not sure how good Touch of Fear is and if its worth taking over Shadow Maul. 
 

2. For the powers I have proc'd out I'm thinking I should add more ACC to them. (Siphon Life/Shadow Maul)
 

3. I don't really understand how or were I should slot the scrapper Proc IO's. Would love some insight on those!
 

4. Think I should try to get more overall Resistance? I love fly and its easy to negate a lot of attacks and with combat tp I can pick and choose my battles. And with fold space I can set up a combo and dive in with Sould Darin + Aoes.


Thanks for taking the time to look at my build I'm working on!! ❤️

https://www.midsreborn.com/builds/download.php?uc=1361&c=662&a=1324&f=HEX&dc=78DA65944B4F135114C7CF30534B5F9457A1056A69853EA1022B1F1816564DD02668D16D1DDBB1349DB44D5B22C4950BBF801B373E77E2EB83A8D1BD7E0137A00B4D7455CFCCFFB48A4C32F9DD7BEE39E7FECFB97327BF93F3BEBD746F8D94A1F3A6DE6E170BA596DE6C1A2D475EAF544B643D4E7E433D7B316F988691CDE9AD1A8691FE4ACEB86DD4DB46B6B05535CC726F4A9E8D46C3CC5E34AB95AD8E0F636B58AD57DCF6ACD0348CF2A83DDCE484CD46ABA377AA8D7AE842B35ACA163ABA59E3E485C6B659CCEBED8ED1DA0DB2A028BF2D27C9D3D5283D40B4ACD1404A9800B5A43003BA7DECAED8310314506C5B7C184C8C836DA7B850D7A1AC5A1D50E9D8292BDE458307CCB046837709F94805D7400FE75725BF2AF9A724EF94ECE3651F077C1C8E1BB0A5AF0BAF0AAF810B05E126B8CDDA9C12EB146DDE38B4796BD0345464269849681A0E823EDED785BAC81585AF8BF37944AFC7D6EBA2852FE8D5E267D0C33E3EC4293E594BC9DA102FF815C5CEE9979C77D87F0436C7C833CDB68D3E123E01C71F0B9F8213CF413FE71B831E1A93FE299C2F20BA035D7E4865CB24BCD4C9DFA82EF8039CFB05C67F821AFB86A4C250E0F04927E44476D8675A71DB8AA73F216EE6A3F01D78FCBDF083700F1D88716C58F28733E8C0AC70D1A68B76D927225F54C440A5B365E14D30AA0B6F094BE008772426271E5BC59E27CE094F0BCF80736785F7C1518E9D97939BB71AC65F6E7C05FA13AC29296BC9FF4E35CE6B19E978660535A8134459D8D4EC146C277BCC1CE657DE6289266CCD4B6FE4845F83A917E0F21EB8F252F80A8C68FD1BDA9DD1FA37DC9AF2C95F3962D9D0FAB79514DBB2EFEE67109F8323966FEE7FFE0351B927EB8A7D6F16F731FFFED747A187E84CF00168152777A27B396D558BF11F52B4CA2B
 

Kill Most ITFs! Defender Tank! dahkness11 - Twitch

Posted (edited)
7 minutes ago, Dahkness said:

1. I'm not sure how good Touch of Fear is and if its worth taking over Shadow Maul. 

  • I don't like ToF. Its low magnitude and only single target so it's really not all that useful. 

2. For the powers I have proc'd out I'm thinking I should add more ACC to them. (Siphon Life/Shadow Maul)

  • Anything above 80% acc is usually ok. There is a limit to how often procs fire off now.

3. I don't really understand how or were I should slot the scrapper Proc IO's. Would love some insight on those!

  • I like putting them in AoEs. They seem to have to greatest impact but I don't have any quantifiable data.

4. Think I should try to get more overall Resistance? I love fly and its easy to negate a lot of attacks and with combat tp I can pick and choose my battles. And with fold space I can set up a combo and dive in with Soul Drain + Aoes.

  • More resistance isn't always a bad thing. 

Answers in reply and I cannot open your build because my Mid's isn't up to date. 

Edited by Murcielago
  • Like 1
Posted

Lots of opinions below, beware!

 

Touch of Fear is a good, fast recharging AoE with four to five procs in it.  It's not good without procs though, so if you aren't going to proc it, skip it; it's also much better on a Tanker. Shadow Maul is always a better pick than Touch of Fear if you only get one.  I usually try to take both, though, they make a solid AoE attack chain for early on and exemplar. Still, not necessary.

 

Your acc looks to be in the high 80's.  As long as your soul drain hits anything, your to hit will be well over that, so I wouldn't worry about slotting any more acc as long as you intend to use soul drain.  Anything lower level than 28 content-wise will never really need high acc anyway.  If you really want to be closer to acc top earlier, you can always devote a single slot in a defense power for Kismet +Acc (tohit) instead of reslotting your other powers, which would put you up to very high levels pre soul drain.  You don't really need to though. I think your fold space is way above 100% acc too, you could probably drop a slot there and still be at like 95%.

 

Scrapper's Strike: Critical Hit Bonus can go anywhere.  Slot it where convenient.

 

Critical Strikes +50% crit is best slotted in a medium base recharge power that fits into your attack chain before your highest base damage attack.  Siphon Life or Smite or Shadow Maul would work well, although in your current build Smite looks like the place it would probably land to avoid sinking the recharge proc rate on the other two powers. You want Midnight Grasp to get the crit bonus chance most, so rotate your attacks so that the crit chance proc fires before it. This also allows you to use it in a quick firing attack before an AoE, so you could instead hit your crit proc power and then use your best critting AoE's for crits. Alternately you could leave it where it is and use Midnight Grasp as your opener before AoE, although that lets your single target fall behind.


I think if you switched the slotting from Midnight Grasp to Smite and added another proc (cloud senses neg or touch of death etc) to midnight grasp you'd get good results.

 

You didn't take Grant Cover.  That's a mistake.  It is one of your sources of defense debuff resistance and slow recharge debuff.  That's a very good power you're skipping.  It only needs one slot and can take a LOTG+Recharge.  Only the primary defense buff doesn't hit you, the resistance does, so take it, find a way to fit it in.  These two types of debuffs (recharge and defense debuff) are some of the most deadly in the game.  Don't skip your resistance to them.  It'll give you a slot on another power instead of LOTG or for one of the other global io's, too.

 

Active Defense stacks for defense debuff resistance, so a recharge there usually makes more sense, and in some higher end builds, two recharges.

 

Is there a specific reason (some power you're trying to break a recharge point for) for the three slot hasten?  You could just +5 booster two recharge slots and get a similar result to save a slot.

 

It's good to shoot for around 50% S/L resists or more and (some) E/N resists, but it would take a lot of reworking to fit that in your current build. You are missing (Defense sets global IOs) Shield Wall: +5% resistance, Reactive Defense Scaling Damage Resistance.  Find a place to slot those two, they will help with the resists a lot.  This may sound optional but it isn't if you're looking for optimal builds, slot them in every build, every character, always.

 

 

  • Like 3
  • Thanks 1
  • 1 month later
Posted

Dark, sorry to bumo the thread, but is there no way you could post a build with all the infos you mentioned? I can't find a proper build for my newly made scrapper...thanks..its getting boring xause i have no clue how to built it

Posted (edited)
5 hours ago, Elia87 said:

Dark, sorry to bumo the thread, but is there no way you could post a build with all the infos you mentioned? I can't find a proper build for my newly made scrapper...thanks..its getting boring xause i have no clue how to built it

 

I'm not running this combination right now (probably six months since I built DM/SD) but if I were going to rework the build from this thread it would probably look something like this, which you can reference to help your own build strategy. This is a more rounded / overall "tougher" build with some additional resistance. Endurance heavy like most shield builds until incarnate fix (ageless destiny or cardiac alpha will tend to fix all end problems, up to you which route you go, I tend to try musculature radial first and then decide if I want to switch, cardiac is actually really solid for this powerset combination too but damage is what I always try for first). Some IO's are boosted to +5 so that's something to watch for (LOTG Def/End in particular).

 

Spoiler

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Smite -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(3), SprCrtStr-Acc/Dmg(3), SprCrtStr-Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/Rchg(7)
Level 1: Deflection -- ShlWal-ResDam/Re TP(A), ShlWal-Def(7), ShlWal-Def/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11)
Level 2: Shadow Maul -- HO:Nucle(A), Arm-Dmg(15), CldSns-%Dam(17), Erd-%Dam(17), ScrDrv-Dam%(19), Obl-%Dam(19)
Level 4: Battle Agility -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(21), Rct-Def(21), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(25), BlsoftheZ-Travel/EndRdx(27)
Level 8: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), TchofDth-Dam%(29), CldSns-%Dam(29), TchoftheN-%Dam(31), ThfofEss-+End%(31)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: True Grit -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), Prv-Absorb%(33), Prv-Heal(33), Prv-Heal/EndRdx(34)
Level 14: Fly -- EndRdx-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/End(36), PreOptmz-Acc/Rech(36)
Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Evasive Maneuvers -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 26: Soul Drain -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(37), SprScrStr-Dmg/EndRdx/Rchg(37), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Dmg/Rchg(39), SprScrStr-Acc/Dmg(39)
Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 32: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(40), Hct-Acc/Rchg(40), Hct-Acc/Dmg/Rchg(40), Hct-Dmg(42), CldSns-%Dam(42)
Level 35: Shield Charge -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/Rchg(43), FrcFdb-Rechg%(45)
Level 38: One with the Shield -- GldArm-3defTpProc(A)
Level 41: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit(46)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 14: Afterburner
------------

 

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EDIT: Fixed a build error, I threw this together quickly and missed a capped set bonus.

Edited by Dark Dove
Posted
1 hour ago, Dark Dove said:

 

I'm not running this combination right now (probably six months since I built DM/SD) but if I were going to rework the build from this thread it would probably look something like this, which you can reference to help your own build strategy. This is a more rounded / overall "tougher" build with some additional resistance. Endurance heavy like most shield builds until incarnate fix (ageless destiny or cardiac alpha will tend to fix all end problems, up to you which route you go, I tend to try musculature radial first and then decide if I want to switch, cardiac is actually really solid for this powerset combination too but damage is what I always try for first). Some IO's are boosted to +5 so that's something to watch for (LOTG Def/End in particular).

 

  Hide contents

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Smite -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(3), SprCrtStr-Acc/Dmg(3), SprCrtStr-Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/Rchg(7)
Level 1: Deflection -- ShlWal-ResDam/Re TP(A), ShlWal-Def(7), ShlWal-Def/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11)
Level 2: Shadow Maul -- HO:Nucle(A), Arm-Dmg(15), CldSns-%Dam(17), Erd-%Dam(17), ScrDrv-Dam%(19), Obl-%Dam(19)
Level 4: Battle Agility -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(21), Rct-Def(21), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(25), BlsoftheZ-Travel/EndRdx(27)
Level 8: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), TchofDth-Dam%(29), CldSns-%Dam(29), TchoftheN-%Dam(31), ThfofEss-+End%(31)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: True Grit -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), Prv-Absorb%(33), Prv-Heal(33), Prv-Heal/EndRdx(34)
Level 14: Fly -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/End(36), PreOptmz-Acc/Rech(36)
Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Soul Drain -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(37), SprScrStr-Dmg/EndRdx/Rchg(37), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Dmg/Rchg(39), SprScrStr-Acc/Dmg(39)
Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 32: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(40), Hct-Acc/Rchg(40), Hct-Acc/Dmg/Rchg(40), Hct-Dmg(42), CldSns-%Dam(42)
Level 35: Shield Charge -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/Rchg(43), FrcFdb-Rechg%(45)
Level 38: One with the Shield -- GldArm-3defTpProc(A)
Level 41: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit(46)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 14: Afterburner
Level 50: Musculature Radial Paragon
------------

 

 



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Wow thank you so much! Quick question, why take and 6 slot tactics? I saw another build with 6slotted tactics.. 

Posted (edited)
26 minutes ago, Elia87 said:

Wow thank you so much! Quick question, why take and 6 slot tactics? I saw another build with 6slotted tactics.. 

They use the 6 slot because it has a build-up proc, helps with your to-hit, cures 98% of the endurance issues of the power, and gives big defense bonus'.  99% of the time the people that use all 6 are hunting for soft cap defense.  You'll find that a lot of people either 1 slot or 6 slot that power depending on where they are getting their defense bonuses from...  2.5% defense is pretty huge.  

 

I generally "1 slot" tactics due to having plenty of +To-Hit.  My DM/DA has so much +to hit once I got soul drain "perma", that tactics is basically obsolete.  A 5 stack of Soul Drain without a +to-hit enhancement will put you into "never miss" territory, a 10 stack un-slotted Soul Drain is over-kill.  A good stack of soul drain will even make an un-slotted Cloak of Fear hit.  In a large group, I build like 80% +to-hit between soul drain and Adrenaline boost... its silly.

Edited by Ruby Rocket
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Scrappers ...bringing more cowbell since 2004

Posted
27 minutes ago, Elia87 said:

Wow thank you so much! Quick question, why take and 6 slot tactics? I saw another build with 6slotted tactics.. 

 

It's purely a set mule, although there are benefits to running it (particularly when you're in a team) for the build up proc or fighting enemies with blind for the perception. There are plenty of ways to rebuild it without six slot tactics, I just preferred it over say, slotting more five-six piece winter IO's or something instead. The primary function of tactics isn't necessary with the accuracy already in the build and with soul drain, short of vs. debuffs (another use for it).

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Posted
2 hours ago, Dark Dove said:

 

It's purely a set mule, although there are benefits to running it (particularly when you're in a team) for the build up proc or fighting enemies with blind for the perception. There are plenty of ways to rebuild it without six slot tactics, I just preferred it over say, slotting more five-six piece winter IO's or something instead. The primary function of tactics isn't necessary with the accuracy already in the build and with soul drain, short of vs. debuffs (another use for it).

I've noticed you can mule tohit sets in tele pool now with combat teleport.  Might be useful for future builds if you want an alternative to leadership to mule the set.  It's not any good for the proc though.

Posted (edited)
On 6/18/2021 at 4:36 PM, Dark Dove said:

Lots of opinions below, beware!

 

Touch of Fear is a good, fast recharging AoE with four to five procs in it.  It's not good without procs though, so if you aren't going to proc it, skip it; it's also much better on a Tanker. Shadow Maul is always a better pick than Touch of Fear if you only get one.  I usually try to take both, though, they make a solid AoE attack chain for early on and exemplar. Still, not necessary.

 

Your acc looks to be in the high 80's.  As long as your soul drain hits anything, your to hit will be well over that, so I wouldn't worry about slotting any more acc as long as you intend to use soul drain.  Anything lower level than 28 content-wise will never really need high acc anyway.  If you really want to be closer to acc top earlier, you can always devote a single slot in a defense power for Kismet +Acc (tohit) instead of reslotting your other powers, which would put you up to very high levels pre soul drain.  You don't really need to though. I think your fold space is way above 100% acc too, you could probably drop a slot there and still be at like 95%.

 

Scrapper's Strike: Critical Hit Bonus can go anywhere.  Slot it where convenient.

 

Critical Strikes +50% crit is best slotted in a medium base recharge power that fits into your attack chain before your highest base damage attack.  Siphon Life or Smite or Shadow Maul would work well, although in your current build Smite looks like the place it would probably land to avoid sinking the recharge proc rate on the other two powers. You want Midnight Grasp to get the crit bonus chance most, so rotate your attacks so that the crit chance proc fires before it. This also allows you to use it in a quick firing attack before an AoE, so you could instead hit your crit proc power and then use your best critting AoE's for crits. Alternately you could leave it where it is and use Midnight Grasp as your opener before AoE, although that lets your single target fall behind.


I think if you switched the slotting from Midnight Grasp to Smite and added another proc (cloud senses neg or touch of death etc) to midnight grasp you'd get good results.

 

You didn't take Grant Cover.  That's a mistake.  It is one of your sources of defense debuff resistance and slow recharge debuff.  That's a very good power you're skipping.  It only needs one slot and can take a LOTG+Recharge.  Only the primary defense buff doesn't hit you, the resistance does, so take it, find a way to fit it in.  These two types of debuffs (recharge and defense debuff) are some of the most deadly in the game.  Don't skip your resistance to them.  It'll give you a slot on another power instead of LOTG or for one of the other global io's, too.

 

Active Defense stacks for defense debuff resistance, so a recharge there usually makes more sense, and in some higher end builds, two recharges.

 

Is there a specific reason (some power you're trying to break a recharge point for) for the three slot hasten?  You could just +5 booster two recharge slots and get a similar result to save a slot.

 

It's good to shoot for around 50% S/L resists or more and (some) E/N resists, but it would take a lot of reworking to fit that in your current build. You are missing (Defense sets global IOs) Shield Wall: +5% resistance, Reactive Defense Scaling Damage Resistance.  Find a place to slot those two, they will help with the resists a lot.  This may sound optional but it isn't if you're looking for optimal builds, slot them in every build, every character, always.

 

 

 

My tof is a mule for set IO bonus and just use it as damage when in groups and when I side kick down for lower level it is extra aoe not great but functional with out the procs but It is mainly for being a mule

Edited by hejtmane

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
On 8/15/2021 at 2:17 PM, Ruby Rocket said:

They use the 6 slot because it has a build-up proc, helps with your to-hit, cures 98% of the endurance issues of the power, and gives big defense bonus'.  99% of the time the people that use all 6 are hunting for soft cap defense.  You'll find that a lot of people either 1 slot or 6 slot that power depending on where they are getting their defense bonuses from...  2.5% defense is pretty huge.  

 

I generally "1 slot" tactics due to having plenty of +To-Hit.  My DM/DA has so much +to hit once I got soul drain "perma", that tactics is basically obsolete.  A 5 stack of Soul Drain without a +to-hit enhancement will put you into "never miss" territory, a 10 stack un-slotted Soul Drain is over-kill.  A good stack of soul drain will even make an un-slotted Cloak of Fear hit.  In a large group, I build like 80% +to-hit between soul drain and Adrenaline boost... its silly.

Care to share your build too? Or pm if it is secret..thanks for the inputs

Posted (edited)
19 hours ago, Elia87 said:

Care to share your build too? Or pm if it is secret..thanks for the inputs

That's a good question if I can share or not...  I'll have to play with Mid's a bit and see why I'm getting export the error.  Mac and Mid's aren't playing nice right now.Ruby Rocket.mxd

 

Here is the basic setup for my "All Arounder" (DM/DA).  The attack chain is basically Smite, then whatever you want....  Granted the Mobs are generally dead after you fire off your heal and soul drain. But the recharge is so high that you can have Midnight Grasp, Ball Lightning, or Shadow Maul every other attack.

 

If you want to go for a more AoE approach, then drop Siphon Life and get 6 slot Touch of Fear.  Move the Scrapper set from Smite to Touch of Fear and backfill Smite with a Mako's Bite or whatever (you won't be using smite anymore).  Then your chain can be Touch of Fear, Shadow Maul, Touch of Fear, Ball Lightning, rinse and repeat.  Dark Regen can almost "perma" the -resist to entire mobs.  I'm sure if you wanted to play with it a little, you could proc the heck out of it for extra damage and the -resist... but things get tight when you want it all.

 

Adrenaline Boost is rather gimmicky, but useful to maintain a damage cap while Assault Core is recharging (if you're so inclined).  It's also nice for when you are fighting single opponents to up the damage when you can't fill soul drain.  I mean, you can always pop rage and insight, but its a fun power.  I'm probably going to drop it for poison vial since the damage cap was easier to reach and maintain than I anticipated.  That way I can slot in a second -resist for higher damage numbers.

 

I was also playing with the idea of swapping out Assault Core for Assault Radial since I ride so high on the damage curve...  Double Hit, with Crits and capped Damage would make sweet sweet music.

Edited by Ruby Rocket
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Scrappers ...bringing more cowbell since 2004

Posted

Not sure how active this thread still is, but I would also like feedback on my version of Dark Melee/Shield Scrapper.

 

The highlights -

1. 45% to Melee and Ranged, and 42% to AoE.

2. I took leap attack for another AoE tool to help with Dark Melees mostly ST attacks. Plus it should be fun to use it after a shield charge.

3. I took Sorcery for Rune of Protection, the thinking is that I can juggle RoP, with Melee Hybrid and One with Shield for a nice boost to Resistances. While not tanker level of resists, I hope this would make for quite a tough Scrapper, especially being Def capped.

4. Soul Drain is right at a 30 second recharge, making it perma. Siphon Life is also on a very short cooldown, which hopefully will provide ample healing when needed.

5. Between Rune of Protection and Activate Defenses, there is plenty of built in Status Protection as well which is very nice.

 

 

The Cons -

1. The thing that worries me is Endurance. I don't have any base tools for it, so I may have to take Ageless later on which I usually like to save as last resort, but I am open to suggestions there. The only incarnates I have planned so far is Agility for my Alpha and Melee for my Hybrid.

2. I also don't have much experience with scrappers. As far as offence goes I am unsure how this will stack up next to other scrappers DPS wise. I think it will have good ST damage, with a few decent AoEs from Charge and Leap Attack. I toyed with the idea of taking Adrenal Booster from Experiment, for an additional DPS buff, but opted for Rune instead, because when I did it didn't seem to boost the damage numbers for some reason, even though I don't believe I was at the damage cap.

 

Anyway, here's my attempt at a Dark Melee Scrapper. I usually play Masterminds and Tanks, so any imput would be appreciated. It would be nice to have a DPS character for a change.

 

Thanks bunches in advance!

Baroness.mxd

Posted

Posting in response to lots of various good ideas presented in the thread so far.

 

A submission that reflects a rebuild I am considering for my DM/Shield Scrapper, for review. A few points of interest:

- 47% + to M/R/AoE, so there is some buffer.

- Gapless Smite/Siphon Life/Smite/Midnight Grasp with full damage and heal slotting for Siphon Life.

- Shadow Maul and Touch of Fear (Proc Bomb) instead of Spring Attack, which will see more use over time than Spring Attack would, and ToF can slot a -Res Proc. If you really want Spring Attack, you could sub it for one of the two. You could also go with one +5 Acc IO and 5 Procs in ToF. Pity they don't have the range of the Tanker versions...

- Victory Rush to help with Endurance. If I understand Mids correctly, a Boss is a "3" on the Rank slider. You could also just go with Ageless Destiny if you want to grab different filler powers.

 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Smite -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(19), SprCrtStr-Acc/Dmg/Rchg:50(21), SprCrtStr-Dmg/EndRdx/Rchg:50(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(23), SprCrtStr-Rchg/+50% Crit:50(25)
Level 1: Deflection -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(3), LucoftheG-Def/EndRdx:50(3)
Level 2: Battle Agility -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(5), LucoftheG-Def/EndRdx:50(5)
Level 4: Shadow Maul -- Erd-Acc/Dmg/Rchg:30(A), Erd-Acc/Dmg/EndRdx/Rchg:30(25), Erd-%Dam:30(27), ClvBlo-Acc/Dmg:50(27), ClvBlo-Dmg/EndRdx:50(29), ClvBlo-Dmg/Rchg:50(29)
Level 6: True Grit -- NmnCnv-Heal:50(A), NmnCnv-Heal/EndRdx:50(40), NmnCnv-Heal/Rchg:50(40), ImpArm-ResPsi:40(40), ImpArm-ResDam:40(43), ImpArm-ResDam/EndRdx:40(46)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), HO:Golgi(17), HO:Golgi(17), HO:Golgi(19)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(13), LucoftheG-Def/EndRdx:50(13)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(15), LucoftheG-Def/EndRdx:50(15)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Super Jump -- Jump-I:50(A)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP:50(A)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- Obl-Acc/Rchg:50(A), Obl-Dmg/Rchg:50(31), Obl-Acc/Dmg/Rchg:50(31), Obl-Acc/Dmg/EndRdx/Rchg:50(31), Obl-%Dam:50(33), ScrDrv-Acc/Rchg:50(33)
Level 28: Grant Cover -- Rct-ResDam%:50(A)
Level 30: Tough -- GldArm-3defTpProc:50(A), RctArm-ResDam:40(48), RctArm-ResDam/EndRdx:40(48), RctArm-ResDam/EndRdx/Rchg:40(49)
Level 32: Midnight Grasp -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(33), SprScrStr-Acc/Dmg/Rchg:50(34), SprScrStr-Dmg/EndRdx/Rchg:50(34), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(34), SprScrStr-Rchg/+Crit:50(36)
Level 35: Shield Charge -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(36), Arm-Acc/Dmg/Rchg:50(36), Arm-Acc/Rchg:50(37), Arm-Dmg/EndRdx:50(37), Obl-Acc/Dmg/EndRdx/Rchg:50(37)
Level 38: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(39)
Level 41: Touch of Fear -- Mlt-Acc/Dmg:50(A), ScrDrv-Acc/Dmg:50(42), Arm-Dam%:50(42), FuroftheG-ResDeb%:50(42), Erd-%Dam:30(43), GlmoftheA-Dam%:50(43)
Level 44: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(45), GssSynFr--ToHit/Rchg/EndRdx:50(45), GssSynFr--Rchg/EndRdx:50(45), GssSynFr--ToHit/EndRdx:50(46), GssSynFr--Build%:50(46)
Level 47: One with the Shield -- StdPrt-ResDam/Def+:30(A), StdPrt-ResDam/EndRdx:30(47), EndMod-I:50(47), EndMod-I:50(48)
Level 49: Victory Rush -- EndMod-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(9), PrfShf-End%:50(9)
Level 18: Double Jump 
Level 50: Agility Core Paragon 
------------

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Mostly on Torchbearer, but if you ever see me on, feel free to say hello!

Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute;

Glitter - Warshade;

And others to be added as I get them up to snuff, lol!

 

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