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Softcap is overrated, knockdown is where it's at. Electric/Bio Squishy Scrapper


Nemu

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Most bio builds I see try to go for softcap. This build approaches survival differently.

 

Bio is like regen, survival depends on clicks. So it benefits a great deal from high recharge and slow resist.

 

But that's not enough, the clicks don't stop or lower incoming damage and only act as temporary buffers. So you need something on top. Most people go for softcap. I looked for something else.

 

My fire/elec blaster is my favorite character and I have extolled the virtues of cycling AoE knockdowns to augment survival. Electric melee/Bio isn't all that different. It's like playing a melee blaster with mez protection and more survival tricks. A lot of people skip lightning clap or handclap from SS, they are missing out. Chaining AoE knockdown is fun and feels powerful. Give it a try.

 

And it happens all those knockdown powers are ripe candidates for force feedback procs, which means more recharge for the bio clicks. OMG synergy!

 

And when things get really bad? There is Shadow Meld, yet another power that benefits from high recharge. Moonbeam also helps with Electric Melee's notorious single target problem. OMG more synergy!

 

So that's the plan, high recharge, high slow resist, knockdowns galore, profit and fun.

 

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!

iPanda: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(7)
Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 2: Inexhaustible -- PrfShf-End%(A)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(7)
Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46)
Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), SprCrtStr-Rchg/+50% Crit(9), Dmg-I(13), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(15)
Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), HO:Cyto(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 18: Chain Induction -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/EndRdx/Rchg(19), KntCmb-Knock%(21), HO:Nucle(23), Hct-Dam%(23)
Level 20: Adaptation 
Level 22: Cross Punch -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(40), SprAvl-Acc/Dmg/EndRdx(42), Obl-%Dam(45), Erd-%Dam(45), Dmg-I(47)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27)
Level 26: Lightning Clap -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Acc/Rchg(29)
Level 28: DNA Siphon -- ThfofEss-+End%(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31)
Level 32: Lightning Rod -- FrcFdb-Rechg%(A), Arm-Dmg/Rchg(34), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Dam%(39)
Level 35: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37)
Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(48)
Level 41: Evolving Armor -- GldArm-3defTpProc(A)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(49), SprScrStr-Dmg/EndRdx/Rchg(50), SprScrStr-Acc/Dmg/EndRdx/Rchg(50), SprScrStr-Rchg/+Crit(50)
Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A), RechRdx-I(49)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 20: Defensive Adaptation 
Level 20: Efficient Adaptation 
Level 20: Offensive Adaptation 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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I don't bother softcapping F/C/E/N, there are enough factions with mixed damage types where a few machine gun bursts/claw/sword swipes will start cascade failure. 32.5% to all is enough and that requires relatively low investment cuz I got better things to invest in. 

 

I also doubled down on KD and took cross punch, it replaces Jacobs Ladder and is yet another FF proc holder. The KD proc in Chain Induction is also hilarious when it chains to multiple targets.

 

The taunt auras comes late oh noes! Let me explain: 1 - I wanted my LOTG mules first cuz more recharge. 2 - The AoE knockdowns does a good job keeping mobs close. 3 - The Auras are endurance sinks that I can't afford during the leveling process, especially genetic contamination.

 

This build is not unkillable god mode, it takes a bit more skill to play. Here are some tips:

 

Protip - Know when to stand your ground and when not to. If you are experienced in playing a jousting bunny hopping melee blaster this build will be cakewalk. If you are entrenched in the "I stand my ground and we trade blows till one of us fall down" thought process, this build is not for you.

 

Protip #2 - Synapse with this build is the worst TF ever.

 

Protip #3 - The animation time on Ablative Carapace sucks, use it prior to approaching a mob, or after you use a KD power, or take a hop back while you use it so you are not taking hits from melee range and wasting the absorb shield. This is melee blaster 101 - how to move and take advantage of mob AI.

 

Protip #4 - Piggybacking off melee blaster 101. Be prepared to move a lot when up against hard debuff heavy content. Kiting is a fundamental part of the game, learn to move.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Insert Why Not Both girl here.

 

Go claws/sr, be softcapped and have focus and shockwave keeping everyone on their butts.

 

I love stone melee and earth assault almost as much for the knock as the crunchy FX. Just checked: I've got a chance for KD in DNA siphon on my stone/bio brute. I should throw one in Genetic Contamination as well.

 

So, yea, no argument here. KD and KU are freaking awesome mitigation. KB still sucks.

 

 

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Is there a reason you are not taking Build Up?

 

While Weave does benefit every Defense entry, shifting the Shield Wall enhancement you have in Weave to Environmental Modification gives slightly better F/C/E/N values at the admitted expense of S/L/P but F/C/E/N resistances are considerably lower than your S/L resistances so they probably warrant the better coverage. But if Shadow Meld is your emergency salvation on Defense, its all kinda window dressing.

 

I would be concerned about not being at 75% S/L Resistance as a Bio scrapper, though if Regen/Absorption are covering you sufficiently then it comes down to a matter of playstyle. Still, I have to believe Absorption and Regen would go further with more resistance.

 

 

Edit: I fooled around and made some minor shifts to get an honest perma-Hasten, less downtime on Shadow Meld, and better S/L resistances. Also leaves you with a spare slot.

 

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!

iPanda: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(5)
Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 2: Inexhaustible -- PrfShf-End%(A)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(11)
Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(15)
Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(15), Dmg-I(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(19)
Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(19), ShlWal-Def(21), ShlWal-ResDam/Re TP(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(29)
Level 18: Chain Induction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(29), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(31), SprCrtStr-Rchg/+50% Crit(33)
Level 20: Adaptation 
Level 22: Cross Punch -- Dmg-I(A), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx(33), Obl-%Dam(34), Erd-%Dam(34)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), HO:Cyto(34)
Level 26: Lightning Clap -- SuddAcc--KB/+KD(A), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36)
Level 28: DNA Siphon -- ThfofEss-+End%(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(39)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39), Rct-ResDam%(40)
Level 32: Lightning Rod -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(42), Arm-Dam%(42)
Level 35: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(43)
Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(46)
Level 41: Evolving Armor -- GldArm-3defTpProc(A)
Level 44: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(46), SprScrStr-Acc/Dmg/Rchg(46), SprScrStr-Dmg/EndRdx/Rchg(48), SprScrStr-Acc/Dmg/EndRdx/Rchg(48), SprScrStr-Rchg/+Crit(48)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A), RechRdx-I(50), RechRdx-I(50)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 20: Defensive Adaptation 
Level 20: Efficient Adaptation 
Level 20: Offensive Adaptation 
------------


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Edited by Erratic1
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I agree that status effects are often overlooked in this game.  If you're working to cover that last gap beyond the soft cap defenses and/or hardcap resists, having a reliable status effect to "lockdown" that NPC most dangerous enemy (or the ones who are doing the defense debuffs) works quite well.  I tend to play toons with no taunt auras so I really like having a quick way to stack up a +4 stun or hold in my pocket.

Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

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I got blinded a few times, I hate blind. So I settled on tactics. I'm not dismissing build up, I just can't fit it in with the power choices I settled on.

 

Shield wall goes into weave because it helps with S/L defense. I don't care all that much about F/C/E/N due to the reason I noted about mob factions with mixed type attacks that debuff defense. And that thought process should be very evident in my slotting of environmental protection as well. The ROI that goes into shoring up F/C/E/N defense is not worth it considering that lethal defense debuffs are quite common and that you'd have to invest pretty heavily to get FCNE to the softcap which cuts into your ability to build for more recharge/useful procs.

 

Agreed on resistance as layered mitigation but like I said, if you are used to playing a melee blaster with lower overall HP and lower resists, this build is a cakewalk to pilot.

 

27 minutes ago, Bill Z Bubba said:

Go claws/sr, be softcapped and have focus and shockwave keeping everyone on their butts.

I could, or I could do electric/bio and write up a build/mini guide about it for people looking for something a bit off meta.

 

6 minutes ago, Yomo Kimyata said:

you're fired!

Pandas are too cute to be fired so NYAH!

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I gotta go with Bill here about claws if you are chasing that amount of soft CC. I can recommend Ice Melee (Ice Patch) also, but Ice Patch isn't as mobile as the rest of claws. Your thought process is legit and I like it. Seriously though, if you like those sets, give them a thought.

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By the way @Nemu, love the idea.  I love Bio Armor but it's a lot harder to make it work (safety-wise) on a scrapper (or stalker) than on a brute or tanker.  I made an Electric/Bio scrapper about 6 months ago that I forgot about, so I'm doing to put it through the paces and check some things out.

 

I'm really not that into Electric Melee, so I'm going to need to get a feel for some things.  Like how much endurance can I realistically expect to leach back from my attacks, which will affect my endurance slotting.

Who run Bartertown?

 

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But I already turned in my badge and gun per your instructions @Yomo Kimyata

 

The leech is not dependable. I'd ignore it altogether. During my leveling journey I've been known to take a swig or 50 of recovery serum. My advice is to get the LOTG mules like weave and manuevers but don't actually run them as soon as you pick them up if you plan to be in offensive all the time. Once you get both TS and lightning clap they offer a surprising amount of mitigation (not to me, I've been doing this on my fire/elec for ages, but maybe for you). This is a build that also benefits from mob density, so rather than running +4/1 do +1/8, DNA siphon especially benefits a great deal from this setting and that will make your end issues go away. You can't AFK with a build like this but with some inspiration management you will find +1/8 or even +2/8 doable during leveling.

 

Once you hit 50 you can also do a respec and take adaptation at level 49. This is a minor QoL improvement as it will allow you to push evolving armor up to a pre-level 32 pick, which helps you exemp a teeny bit better.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Lets face it: you want KD? You take Ice Melee. It's the only thing that made me survive the challenge I posted in the Tanker forums.

 

That said it definitely shines not on a Tanker that is already inordinately tough, but on 'squishier' ATs such as Scrapper or Stalker.

 

But then we enter the ITF and mobs are about immune to CC (including ice formations on the ground).

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3 hours ago, Sovera said:

It's the only thing that made me survive the challenge I posted in the Tanker forums.

Come now, just because it's the best toolkit for that specific challenge doesn't mean other options are off the table.

 

This is also not a post about what's best. We all know that's a Fire/Electric blaster and most certainly not any ATs with their precious mez protection, soft cap defenses AND hardcapped resists. Someone is overcompensating. 😝

 

This is however, a thread about what is potentially a fun, off meta combo and the thought process behind the design and build.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I'd say it's a smart way to overcome some of the problems with Bio Armor scrappers.  BAS have a few problems.  They are squishy and can't get as much protection from their ATOs as some of the other ATs.  Their epic pools are extremely lacking in protection, and there are only two legit "oh shit" buttons.  Debuffs, especially ranged debuffs, are the kryptonite of the class.  I'm running mine through the 30s right now at breakneck pace, and I'll post my thoughts/experiences on a build soon.

Who run Bartertown?

 

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My energy/energy blaster is actually built somewhat along the lines of this philosophy.  Defenses in the 30's, but knockbacks everything in sight, constantly cycling through knockback attacks, over and over again.  Works surprisingly well, actually.

 

Also, it's a heap of fun bouncing everything around.  😁

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Ok, I haven't finished this journey yet, but I'm far enough along to see where it's going.  I learned a few things along the way, and I apologize if this is second nature to everyone else, but it wasn't for me.

 

Electric Melee:  I've never played this to 50 before, but it's really a much better set than I anticipated.  Jacob's Ladder doesn't have much use to me, and neither does Confront, but everything else is in and gets used.  Being able to slot Sleep sets on three powers means that you can slip a Call of the Sandman heal in there -- it's a significant heal when it triggers.  Being able to slot End Mod means you can slip a few Power Transfer heals in there -- it's not nearly as significant but I guess it adds up.  Neither of those made the cut for my "final" build but both did when leveling.  The endurance steal from attacks is practically insignificant, but with Bio Armor you really shouldn't ever be wanting for endurance unless you are getting actively sapped.  I see that Chain Induction doesn't pass on self buff procs (like Power Transfer) past the first target, which seems fair.  I really don't like telenukes, but Lightning Rod fills a need for a AoE proc bomb ready every 30-40 seconds, so I moved the Fury of the Glad proc to there from DNA Siphon.  Lightning Clap needs a Sudden Acceleration proc, and then 5 slotting with either Stupefy or Absolute Amazement.  The AA proc should provide a fair amount of mitigation if you lead with Lightning Clap.  ST damage chain is lacking, but man those flopping AoEs!

 

Bio Armor:  I probably have the most experience in this as in any of the armor sets.  The thing that I'm doing a little differently is slotting up Environmental Modification more than I normally do.  The rut I get in is normally focusing purely on positional defenses rather than typed.  Low 40s for S&L and low 30s for everything else except psionic, seems more than tolerable.  No endurance problems, and my Healing Received chat is lighting up green with all the bonuses I'm getting from various procs.  I always 6-slot Ablative Carapace with Preventative Medicine and 5-slot Panacea in Parasitic Aura plus a Theft of Essence.  DNA Siphon and Parasitic Aura should both be blue bar fillers every 30 and 90 seconds respectively.  I'm putting the Crit Strikes proc in the damage aura along with Overwhelming proc and Avalanche proc.  Every pulse, there's about a 45% chance for one or both of those to proc, so lots of flopping even if you aren't doing anything at all.

 

Epic:  I went with Leviathan Mastery for Hibernate as an oh shit button.  Water Spout seems like an extra tool to stick an Achilles Heel in, and it causes knock up so that's cool.

 

Like any bio armor scrapper build, ranged debuffs are going to be a problem, but other than that this is a really fun effective ride.  Now am I claiming that this is the best build ever?  Yes, yes that is exactly what I'm claiming!

 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Level 50 Natural Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery

Hero Profile:
------------
Level 1:    Charged Brawl    
 (A) Kinetic Combat - Accuracy/Damage
 (46) Kinetic Combat - Damage/Endurance
 (46) Kinetic Combat - Damage/Recharge
 (46) Kinetic Combat - Damage/Endurance/Recharge


Level 1:    Hardened Carapace    
 (A) Unbreakable Guard - Resistance
 (13) Unbreakable Guard - Resistance/Endurance
 (13) Unbreakable Guard - RechargeTime/Resistance
 (45) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 2:    Havoc Punch    
 (A) Superior Blistering Cold - Accuracy/Damage
 (3) Superior Blistering Cold - Damage/Endurance
 (3) Superior Blistering Cold - Accuracy/Damage/Endurance
 (5) Superior Blistering Cold - Accuracy/Damage/Recharge
 (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


Level 4:    Environmental Modification    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (50) Luck of the Gambler - Defense
 (50) HamiO:Cytoskeleton Exposure


Level 6:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (7) Shield Wall - +Res (Teleportation), +5% Res (All)
 (7) Reactive Defenses - Scaling Resist Damage


Level 8:    Thunder Strike    
 (A) Armageddon - Damage
 (9) Armageddon - Damage/Recharge
 (9) Armageddon - Accuracy/Damage/Recharge
 (11) Armageddon - Accuracy/Recharge
 (11) Armageddon - Damage/Endurance
 (48) Force Feedback - Chance for +Recharge


Level 10:    Adaptation    
Level 12:    Kick    
 (A) Force Feedback - Chance for +Recharge


Level 14:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (15) Gladiator's Armor - TP Protection +3% Def (All)
 (15) Unbreakable Guard - +Max HP
 (43) Unbreakable Guard - Resistance
 (45) Unbreakable Guard - Resistance/Endurance
 (45) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 16:    Ablative Carapace    
 (A) Preventive Medicine - Heal
 (17) Preventive Medicine - Heal/Endurance
 (17) Preventive Medicine - Endurance/RechargeTime
 (25) Preventive Medicine - Heal/RechargeTime
 (25) Preventive Medicine - Heal/RechargeTime/Endurance
 (43) Preventive Medicine - Chance for +Absorb


Level 18:    Chain Induction    
 (A) Kinetic Combat - Knockdown Bonus
 (19) Kinetic Combat - Accuracy/Damage
 (19) Kinetic Combat - Damage/Endurance
 (21) Kinetic Combat - Damage/Recharge
 (23) HamiO:Nucleolus Exposure
 (23) Hecatomb - Chance of Damage(Negative)


Level 20:    Evolving Armor    
 (A) Unbreakable Guard - Resistance
 (21) Unbreakable Guard - Resistance/Endurance


Level 22:    Inexhaustible    
 (A) Performance Shifter - Chance for +End


Level 24:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 26:    Lightning Clap    
 (A) Sudden Acceleration - Knockback to Knockdown
 (27) Absolute Amazement - Chance for ToHit Debuff
 (27) Absolute Amazement - Stun
 (34) Absolute Amazement - Stun/Recharge
 (37) Absolute Amazement - Accuracy/Stun/Recharge
 (40) Absolute Amazement - Accuracy/Recharge


Level 28:    DNA Siphon    
 (A) Theft of Essence - Chance for +Endurance
 (29) Superior Scrapper's Strike - Accuracy/Damage
 (29) Superior Scrapper's Strike - Damage/Recharge
 (31) Superior Scrapper's Strike - Accuracy/Damage/Recharge
 (31) Armageddon - Chance for Fire Damage
 (42) Touch of the Nictus - Chance for Negative Energy Damage


Level 30:    Hasten    
 (A) Recharge Reduction IO
 (31) Recharge Reduction IO


Level 32:    Lightning Rod    
 (A) Superior Avalanche - Accuracy/Damage
 (33) Superior Avalanche - Damage/Endurance
 (33) Superior Avalanche - Accuracy/Damage/Endurance
 (33) Superior Avalanche - Accuracy/Damage/Recharge
 (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (34) Fury of the Gladiator - Chance for Res Debuff


Level 35:    Genetic Contamination    
 (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
 (36) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
 (36) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
 (36) Superior Critical Strikes - RechargeTime/+50% Crit Proc
 (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (37) Superior Avalanche - Recharge/Chance for Knockdown


Level 38:    Parasitic Aura    
 (A) Panacea - Heal/Endurance
 (39) Panacea - Endurance/Recharge
 (39) Panacea - Heal/Recharge
 (39) Panacea - Heal/Endurance/Recharge
 (40) Panacea - Heal
 (40) Theft of Essence - Chance for +Endurance


Level 41:    Water Spout    
 (A) Achilles' Heel - Chance for Res Debuff
 (42) Bombardment - Chance for Fire Damage
 (42) Bombardment - Accuracy/Damage/Recharge/Endurance
 (43) Bombardment - Accuracy/Damage/Recharge


Level 44:    Hibernate    
 (A) Recharge Reduction IO


Level 47:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Luck of the Gambler - Defense
 (48) HamiO:Cytoskeleton Exposure


Level 49:    Combat Teleport    
 (A) Winter's Gift - Slow Resistance (20%)


Level 1:    Critical Hit    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End


Level 10:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|10DD7955317E5031FE0B8360E3B8|
|-------------------------------------------------------------------|

 

There's an extra slot in there I haven't decided what to do with yet, and I'm still fine tuning some stuff.  Love it.

Who run Bartertown?

 

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22 minutes ago, Yomo Kimyata said:

Oh it gets worse/better.  I haven't figured out how to put lvl 53 HOs in Mids.  And then there's the incarnate stuff.

 

I had to ask one of the mids programmers that myself as well.  Hit the + button on the number pad when you are selecting an enhancement to level it up.

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