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A little over two seeks ago I needed a break from working on my latest Tanker and despite having a number of other characters who are not yet 50 I decided to add to my load making a scrapper to try out a couple of sets I had never played before--Street Justice and Ninjitsu. I was not completely sold on Ninjitsu and could have easily defaulted to a secondary like Shield or Energy Aura but decided after carefully looking it over to give it a whirl. 

 

Quickly I discovered you could crit from stealth. Not as powerful as playing a stalker and nothing major given it can only happen every 20s and once you're in combat you're not going to be doing it again until your next fight, but still nifty. Well, nifty unless your evil clone pulls the move on you:

 

 

Spoiler

Crushed.thumb.jpg.af8680aa0ef518d6cd9eaffccac5a6f0.jpg

 

 

In any event, he quickly got up to the mid-30s and was feeling a little bit more squishy and endurance hoggish. Not too bad but I figured I could give him a break, grind out a package of influence on my favorite brute, and touch him up with some IOs to address those issues. While doing that, due to the thread on builds for a newbie I created a DM/Bio scrapper to test out the suggestion I had made. (See how I end up with so many characters?)

 

From the start the DM/Bio's damage was crazy. On the other hand, having negative resistances at low level was extremely unhealthy. Things got better once I grabbed Tough and realized the usefulness of using Ablative Carapace to soak up damage while saturating Soul Drain and going to town. He also got into the 30s, just a few level behind the StJ/Nin, before I got back to grinding out the influence package I had wanted for the StJ/Nin.

 

Until today (tomorrow by the time you read this) I had never made use of the Test Server but I got to thinking about my first two first two IO'd characters. They aren't bad but they aren't great. My third worked out far better, but the memory of the first two had me questioning if I had really learned much or just gotten lucky. Why not test them out if the only cost to doing so was the time to transfer and equip them?

 

Up first was the StJ/Nin. His performance was considerably more than I expected. First at normal, just to see how he played with the planned build. Then at +2x4...no problem...then +3x6...no problem...then +4x8...amazingly still no problem. Now, those tests were not exactly against hard targets as each was The Council. But after my experiences with theDM/Bio, I would come back and try Arachnos and Carnival and they two were no great problem at +4x8.

 

I should  probably mention, I am no build god and what I crafted fits my cheapie nature--no purple IOs, no superior sets, no Winter sets. Just stuff I can hope to afford. So getting a character to handle anything at +4x8, no incarnate abilities was a small miracle to me.

 

I was feeling good. So I decided to take the DM/Bio for a spin after upping him to 50 and IO'ing him according to plan. Same progression as before and not really bad. Then I tried the Carnival at +3x6. Not so carefree. In fact, repeated dirt naps. The damage was great but survival was not. Arachnos were so unpleasant the only way I completed the mission was by some serious elevator scumming. His design has him with sub-capped F/C/E/N (low 40s) and roughly 70'ish Resistance in Offensive stance. It seemed that my plan to renew Ablative Carapace every 35s, while useful, was not sufficient. He was okay when Parasitic Aura was popped but that power lasts 45s and has a recharge of 160s on the build. And there is no way to actually make it perma, even at max recharge. His poor performance is why I went back and tested the first scrapper on Carnival and Arachnos.

 

I should have been happy, I not only had a build that was solid but it was on the character I had been planning on focusing on. Still, the second character's defeats nagged me because while the first one could stand in a crowd and work them down, the first one, when not dirt napping, melted crowds.

 

While fooling around in Mid's to see if there were any changes I could make, I noticed that Defensive stance upped the character's defense values. Not as high as on the StJ/Nin who is in his 50s, but to the high 40s. But that was going the opposite direction as what drove considering the character in the first place--being in Offensive stance. Defensive levies a 25% damage penalty in exchange for its increased  defense values.

 

The problem here was me. I had gotten used to my SS/Bio brute, who lives in Efficient stance under the notion that never running out of endurance means endless fighting--something he is quite capable of. With the Scrapper I had to accept that living in one stance was not going to get me where I wanted. And Soul Drain is the tool for offsetting the Defensive stance penalty. So I went back against Arachnos and Carnival heading into spawns in Defensive stance, popping Soul Drain to offset its penalty and then some, melting a chunk of them, then being able to switch to Offensive once numbers had come down some.  And it worked, at least on +3x6. Still not bold enough to try +4x8 but he does not feel like a failure.

 

All of this to extol the usefulness of testing to those, who like I until now, had not used the test server.

 

 

For those interested, the builds: 

 

Street Justice/Ninjitsu

Spoiler

 

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!

Calibrated: Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Initial Strike -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(3), ScrStr-Acc/Dmg/Rchg(3), ScrStr-Dmg/EndRdx/Rchg(5), ScrStr-Acc/Dmg/EndRdx/Rchg(5), ScrStr-Rchg/+Crit(7)
Level 1: Ninja Reflexes -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(9), LucoftheG-Def/Rchg+(11)
Level 2: Heavy Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(15)
Level 4: Sweeping Cross -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dmg/Rchg(19), ScrDrv-Acc/Rchg(19), ScrDrv-Acc/Dmg/EndRdx(21)
Level 6: Fly -- Empty(A)
Level 8: Danger Sense -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(21), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23), LucoftheG-Def/Rchg+(25)
Level 10: Kuji-In Rin -- RechRdx-I(A)
Level 12: Rib Cracker -- 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 14: Shinobi-Iri -- Rct-Def(A), Rct-ResDam%(31), Ksm-Def/EndRdx(31), Ksm-Def/Rchg(31), Ksm-ToHit+(33)
Level 16: Seishinteki Kyoyo -- RechRdx-I(A)
Level 18: Spinning Strike -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(34), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(34)
Level 20: Kuji-In Sha -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 22: Boxing -- Empty(A)
Level 24: Combat Readiness -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(50)
Level 26: Shin Breaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(39)
Level 28: Bo Ryaku -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 32: Crushing Uppercut -- CrtStr-Acc/Dmg(A), CrtStr-Dmg/Rchg(43), CrtStr-Acc/Dmg/Rchg(43), CrtStr-Dmg/EndRdx/Rchg(45), CrtStr-Acc/Dmg/EndRdx/Rchg(45), CrtStr-Rchg/+50% Crit(45)
Level 35: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), Ksm-Def/EndRdx(46), Ksm-Def/Rchg(50), Ksm-Def/EndRdx/Rchg(50)
Level 38: Blinding Powder -- Acc-I(A)
Level 41: Caltrops -- Slow-I(A)
Level 44: Shuriken -- Acc-I(A)
Level 47: Web Grenade -- Acc-I(A)
Level 49: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
------------

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Dark Melee/Bio Armor

 

Spoiler

 

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!

Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Shadow Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Dmg/EndRdx/Rchg(5)
Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(7), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(9), Ags-Psi/Status(9)
Level 2: Smite -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(11), CrsImp-Dmg/Rchg(11), CrsImp-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(13)
Level 4: Shadow Maul -- CrtStr-Acc/Dmg(A), CrtStr-Dmg/Rchg(17), CrtStr-Acc/Dmg/Rchg(17), CrtStr-Dmg/EndRdx/Rchg(19), CrtStr-Acc/Dmg/EndRdx/Rchg(19), CrtStr-Rchg/+50% Crit(21)
Level 6: Fly -- Empty(A)
Level 8: Environmental Modification -- Rct-Def(A), Rct-ResDam%(21), DefBuff-I(23), LucoftheG-Def/Rchg+(23)
Level 10: Adaptation 
Level 12: Siphon Life -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(27), Heal-I(27), Heal-I(29)
Level 14: Touch of Fear -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(29), Erd-%Dam(31), Ngh-Acc/Rchg(31), Ngh-Fear/Rng(31), Ngh-Acc/Fear(33)
Level 16: Ablative Carapace -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(34), DctWnd-Rchg(34), RechRdx-I(34)
Level 18: Dark Consumption -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36)
Level 20: Evolving Armor -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(36), MckBrt-Taunt/Rchg/Rng(37), MckBrt-Acc/Rchg(37), MckBrt-Taunt/Rng(37), MckBrt-Rchg(39)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40)
Level 26: Soul Drain -- Obl-Acc/Rchg(A), RechRdx-I(42), RechRdx-I(42)
Level 28: DNA Siphon -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(43)
Level 30: Weave -- DefBuff-I(A), LucoftheG-Def/Rchg+(43), ShlWal-ResDam/Re TP(43)
Level 32: Midnight Grasp -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(45), ScrStr-Acc/Dmg/Rchg(45), ScrStr-Dmg/EndRdx/Rchg(45), ScrStr-Rchg/+Crit(46)
Level 35: Genetic Contamination -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(46)
Level 38: Parasitic Aura -- Acc-I(A)
Level 41: Torrent -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(46), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48)
Level 44: Petrifying Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Inexhaustible -- Empty(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(15), PrfShf-End%(15)
Level 10: Defensive Adaptation 
Level 10: Efficient Adaptation 
Level 10: Offensive Adaptation 
------------

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