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Electric / Shield Scrapper Build Help and Information Request


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Posted (edited)

I have seen a few builds for an Electric/Shield scrapper, but as I am now playing this scrapper I have more questions about specific IO set choices and power choices. Below is my limited experience with the powers and some questions that I have. Any help and discussion is greatly appreciated.

 

Electric Melee
This is a nice set that has a little more AOE focus and less single target focus. I haven't really noticed a benefit from the -End on the attacks but the little zap jiggle that I assume is the sleep component that sometimes is a help especially in the early levels when your attack chain is incomplete and you can get a breather for a second as they jiggle. I was quite the slave to hitting the positional defense numbers in my slotting of attacks since pairing this with Shield.
Charged Brawl - This is the starter attack being a quick punch. I usually never pick the quick attack going for the stronger second attack. However, a case can be made for picking this and Havoc Punch and not getting Jacobs Ladder. This can be slotted with 6 Mako for the Ranged defense set bonus.
Havoc Punch - This is a solid hitting attack and rarely I notice the sleep. The animation is a bit long but still ok. I ended up slotting this with 6 Mako to get the Ranged Defense set bonus.
Jacobs Ladder - This is a cone that has a consistent sleep on it and does about the same damage as Havoc Punch. Even with the animation time just a little longer than Havoc Punch it feels really long having both in my attack chain. Rarely do I hit two unless I am in a large spawn, but I never liked positioning for a cone. I slotted this to round out my melee defense with 6 Obliteration but with money I would put Armageddon in here. I am still on the fence if I like this or not.
Build Up - Standard boost to damage and To Hit. This is a must get and put at least Guassian's Build up proc in it for a double whammy of a damage boost. I 6 slotted with Guassians to get the overall 2.5% Defense bonus.
Thunder Strike - This is a nice Melee AoE that does decent damage, usually knockdown, and sometimes a disorient. Another must get power, and only occasionally does the knockdown become knockback. I slotted 6 Scirocco for the AoE defense set bonus. With money I would put 6 Superior Avalanches, or 5 Avalances and a dmg proc if defense numbers are ok.
Confront - Skip this power. I have yet to see anyone in game with this power. It's a single target taunt.
Chain Induction - A great power to have, quick cast time and it bounces from foe to foe for some nice extra damage. The jump is not very far so until you get to the 4 team size mobs it only hits 1 to 2. I put 6 Touch of Death IOs for the Melee defense set bonus.
Lightning Clap - This is PBAoE Disorient that has a good radius, but deals no damage so can't be a proc bomb. This is a skippable power for most, but effective crowd control in the right hands.
Lightning Rod - A must have power. Get it and love the teleport nuke and the large damage numbers it produces. I slotted this with 6 Scirocco for the AoE defense set bonus. But once you get the money put Superior Scrapper's Strike in here.

For this power, I found using a bind or macro to telenuke my target is often the best for hitting what I want.
Macro (type this in chat to create a new power button): /macro Light "powexec_location target "Lightning Rod""
Key Bind (set to the u key): /bind u "powexec_location target "Lightning Rod""

 

Shield Defense
This is a good defensive set for scrappers since you can get to capped positional defense and some ok resists with a little IO set bonuses. I like the taunt aura giving extra damage and do use the T9 but miss not having a heal.
Deflection - This is the start of your positional defenses and a must have. I slotted with 1 LotG +rech and 2 Red Fortunes for the SL resist bonus. I also used this as the dumping ground for my other defense unique IOs: Steadfast Protection +3def, Reactive Defenses +scaleRes, Kismet +Acc.
Battle Agility - This completes your positional defenses and is a must have. I slotted with 1 LotG + rech and 2 Red Fortunes for the SL resist bonus.
True Grit - This is a weird power in that it gives CFEN resist and boosts your Max Health. It feels like a must have power, but I am unsure of what to slot for. Some slot just the resists, others the health, I opted for a little of both doing 3 Aegis for the AoE defense set bonus and 2 Panacea.
Active Defense - This is your status protection and it's a click. You must get this and starting out I slotted it with a recharge reduction IO and then later an End Reduction once my global recharge was sufficient to not lapse on status protection. I set this power as my green autofire and yes it goes a little too often but I just learned that you can click this while mezzed to break free. So with high defenses you could set this as a click as you remember to do it.
Against All Odds - This is your taunt aura and damage booster, a must have power. I tried slotted this with a Perfect Zinger +Psi dmg but it hit every 4 foe, so maybe just add a Taunt IO?
Phalanx Fighting - You get a bonus to your Positional Defenses as you stay near team members. This is a nice power that I often forget to take advantage of. I use it to mule a LotG +rech and Shield Wall +res unique.
Grant Cover - This is an odd duck where you can grant some defense to team members but not yourself, and you get some recharge and defense debuff resistance. The debuff resistance is the main attraction here, but for 0.16 end a second it was just too high a cost for me.
Shield Charge - This is a wonderful telenuke to have and you should get it. It does a little more than half of Lightning Rod but it does knockdown and has a taunt component on it so often I will hit with this then with Lighting Rod depending on what enemies I am facing. I slotted this with 6 Scirocco for the AoE defense set bonus. But once you get the money put Superior Critical Strikes in here. Once you have the Critical Strikes unique this is the first attack to lead with to increase the criticals on all your other attacks.

For this power, I found using a bind or macro to telenuke my target is often the best for hitting what I want.
Macro (type this in chat to create a new power button): /macro Shield "powexec_location target "Shield Charge""
Key Bind (set to the y key): /bind y "powexec_location target "Shield Charge""
One with the Shield - This is a nice T9 that does not completely drain your end and gives some nice bonuses. I picked this up and rotate it with Rune of Protection for those groups that I need more to survive against. In some ways Rune of Protection is a better T9 than this so many skip it. I found it really depends on your playstyle. I place a attuned resist IO here, but really would like to add one more slot if I could find it to double the resist numbers.

 

Questions:
1) Is the sleep component of the Melee attacks the electric jiggle?
2) For your starting attacks do you get Jacobs Ladder? I see a few builds with Charged Brawl and Havoc Punch skipping Jacobs Ladder and some skipping all but the mandatory one and leaving it unslotted.
3) Can Jacobs Ladder be proc'ed out for a better use?
4) What is the final number you aim for for Positional Defense? (45%, 59%, 69%) And is going over that overkill or does the debuff defense resistance help with more defense obtained?
5) What is the best slotting for True Grit?
6) Is Grant Cover better to choose than One with the Shield?
7) How do you make up for not having a heal, or is it even needed? I tend to horde green inspirations for that just in case moments.

 

My Cheap(ish) Build
This build brings in 48%+ defense in all positions and has Rune of Prot and One with the Shield as backup buttons when things get real since I get scrapperlock real bad. I really chased after the defense numbers but wonder if I could have left them nearer to 45% and still have the same performace like moving the slots out of Build Up. I aimed to get plenty of rechage for bringing up the Telenukes as often as possible. This build does play well at lower levels, and I am just starting play at 50. Suggestions are welcome.

 

Brock Sparks: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), Ksm-ToHit+(11), Rct-ResDam%(11)
Level 2: Jacobs Ladder -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Dmg(25), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(40)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13)
Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(19), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(21), GssSynFr--Build%(23)
Level 8: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(37), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dam%(40)
Level 10: True Grit -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Pnc-Heal(17), Pnc-Heal/EndRedux(17)
Level 12: Active Defense -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Against All Odds -- PrfZng-Dam%(A)
Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(43)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(27)
Level 22: Spirit Ward -- Prv-Absorb%(A)
Level 24: Mystic Flight -- Frb-Stlth(A)
Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27)
Level 28: Kick -- FrcFdb-Rechg%(A)
Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 32: Lightning Rod -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34)
Level 35: Shield Charge -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(37)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(43)
Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50)
Level 44: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: One with the Shield -- TtnCtn-ResDam(A)
Level 1: Critical Hit
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 49: Quick Form
------------

 

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My Expensive Build
This build uses the wonderful Scrapper ATOs and several purple sets to up the recharge and resists. I need lots of feedback on this build since it feels like I am placing purple sets in just to do so and I am not fully settled on how much defense I should aim for in my final totals.

 

Brock Sparks: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), Ksm-ToHit+(11), Rct-ResDam%(11)
Level 2: Jacobs Ladder -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Dmg(25), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(40)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13)
Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(19), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(21), GssSynFr--Build%(23)
Level 8: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40)
Level 10: True Grit -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Pnc-Heal(17), Pnc-Heal/EndRedux(17)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Against All Odds -- PrfZng-Dam%(A)
Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(27)
Level 22: Spirit Ward -- Prv-Absorb%(A)
Level 24: Mystic Flight -- Frb-Stlth(A)
Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27)
Level 28: Kick -- FrcFdb-Rechg%(A)
Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 32: Lightning Rod -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34)
Level 35: Shield Charge -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(43)
Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50)
Level 44: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: One with the Shield -- TtnCtn-ResDam(A)
Level 1: Critical Hit
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 49: Quick Form
------------

 

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Edited by Dracomicon
Added new knowledge
Posted (edited)
5 hours ago, Dracomicon said:

1) Is the sleep component of the Melee attacks the electric jiggle?
2) For your starting attacks do you get Jacobs Ladder? I see a few builds with Charged Brawl and Havoc Punch skipping Jacobs Ladder and some skipping all but the mandatory one and leaving it unslotted.
3) Can Jacobs Ladder be proc'ed out for a better use?
4) What is the final number you aim for for Positional Defense? (45%, 59%, 69%) And is going over that overkill or does the debuff defense resistance help with more defense obtained?
5) What is the best slotting for True Grit?
6) Is Grant Cover better to choose than One with the Shield?
7) How do you make up for not having a heal, or is it even needed? I tend to horde green inspirations for that just in case moments.

 

I'll do my best to address these questions, as well as make a few general observations beyond.

 

  • I wouldn't worry too much about the sleep component, but I believe that the jiggle is the sleep, yes.
  • Jacobs ladder is an easy skip for me. Yes it will be more impactful with procs, but it feels bad to use, and I'd rather invest in other more useful powers. Using as a mule is fine as well.
  • I wouldn't sweat going much beyond softcap for your positionals. Hit softcap, then work on damage and shoring up resists where possible. Any extra def you get beyond softcap is a bonus.
  • There are many approaches to slotting True Grit. I like my Steadfast +def to live there, and slot it out with 3 reactive + 2 Preventative medicine myself (one is the PM proc). This maximizes local resists in the power, grabs extra S/L from two sets, and even an extra bit of HP.
  • 100% I would choose Grant Cover over oots, but I almost always pick both. The DDR is too important to pass up, and the slow resist is also strong. Note that it also a lotg mule, which allows you to use one of your other lotg slots for something else. Oots is also a great place to mule gladiator defense unique, freeing up another slot.
  • I don't miss having a Heal. Slotting power transfer proc in stamina is nice if you have room. but not necessary.

 

One power I want to highlight here is Deflection. Remember that Deflection provides S/L resist in addition to your positional defense - it is just as strong as tough in this regard! I would approach this with hybrid slotting. Personally I have two reactives in there on top of my defense sets.

 

Additionally, it's worth carefully considering where you place the crit strikes ATO proc - shield charge is not a great spot. You want this to be going off in your attack chain as often as possible, buffing as many attacks as you can in the 3 second window that follows. Havoc Punch would be an okay option here. To be fair, Electric does have fewer ideal spots for this. It's also good to have several quick attacks to follow up the proc. This would be another reason to swap jacob's for charged brawl.

 

 

Edited by Onlyasandwich
  • Thanks 1
Posted
1 hour ago, Onlyasandwich said:

 

I'll do my best to address these questions, as well as make a few general observations beyond.

 

  • I wouldn't worry too much about the sleep component, but I believe that the jiggle is the sleep, yes.
  • Jacobs ladder is an easy skip for me. Yes it will be more impactful with procs, but it feels bad to use, and I'd rather invest in other more useful powers. Using as a mule is fine as well.
  • I wouldn't sweat going much beyond softcap for your positionals. Hit softcap, then work on damage and shoring up resists where possible. Any extra def you get beyond softcap is a bonus.

So aim for 45% then go for resists and damage. I just have seen many builds that push towards 50% defense or higher I assume to avoid cascading defense failure but maybe having more defense debuff resist from Grant Cover is the way to go. I could free up slots from Build Up and swap out Spirit Ward for Arcane Bolt giving me another ranged attack in the low levels which is nice to have.

 

 

1 hour ago, Onlyasandwich said:
  • There are many approaches to slotting True Grit. I like my Steadfast +def to live there, and slot it out with 3 reactive + 2 Preventative medicine myself (one is the PM proc). This maximizes local resists in the power, grabs extra S/L from two sets, and even an extra bit of HP.

I like focusing more on the resist bonuses than the defense, this opens up more possibilities for slotting.

 

 

2 hours ago, Onlyasandwich said:
  • 100% I would choose Grant Cover over oots, but I almost always pick both. The DDR is too important to pass up, and the slow resist is also strong. Note that it also a lotg mule, which allows you to use one of your other lotg slots for something else. Oots is also a great place to mule gladiator defense unique, freeing up another slot.

I have noticed that if I am not using OOTS very much as Rune of Protection covers any blunders I usually make. I will make the swap for Grant Cover and see what happens.

 

 

2 hours ago, Onlyasandwich said:
  • I don't miss having a Heal. Slotting power transfer proc in stamina is nice if you have room. but not necessary.

 

One power I want to highlight here is Deflection. Remember that Deflection provides S/L resist in addition to your positional defense - it is just as strong as tough in this regard! I would approach this with hybrid slotting. Personally I have two reactives in there on top of my defense sets.

I usually do not even think about using the Power Transfer proc, but that is an idea.

I also like the idea of slotting Deflection for more resists, so that gives me more ideas on my build.

 

Thanks for your input!

  • Like 1
Posted
1 minute ago, Dracomicon said:

I just have seen many builds that push towards 50% defense or higher I assume to avoid cascading defense failure

A little pad is certainly not a bad thing! If there is low-hanging fruit to pad you out that extra 5%, it can be worth a grab. It is even possible to get close to incarnate softcap for all positions, but I don't personally feel the sacrifice is worth it on a non-tanker.

 

 I wouldn't sacrifice significant resist, or even damage opportunities to get there. This strategy also allows you to benefit more broadly from different buffs when teaming. Even if you have bopped the mobs down to minimum hit chance, that resist layer is still important.

 

If you rework a bit for more resist, you may find yourself relying less on Rune. There's certainly nothing wrong with Rune, but I've found myself able to survive pretty well with just oots as a steroid when needed. I think a Brute build for /shield might benefit more from the strategy of rotating oots/Rune than a scrapper will, as they can make better use of some of the superfluous resist. You'll find your own effective balance here by playing of course.

 

 

  • Thanks 1
Posted
49 minutes ago, Onlyasandwich said:

A little pad is certainly not a bad thing! If there is low-hanging fruit to pad you out that extra 5%, it can be worth a grab. It is even possible to get close to incarnate softcap for all positions, but I don't personally feel the sacrifice is worth it on a non-tanker.

 

 I wouldn't sacrifice significant resist, or even damage opportunities to get there. This strategy also allows you to benefit more broadly from different buffs when teaming. Even if you have bopped the mobs down to minimum hit chance, that resist layer is still important.

 

If you rework a bit for more resist, you may find yourself relying less on Rune. There's certainly nothing wrong with Rune, but I've found myself able to survive pretty well with just oots as a steroid when needed. I think a Brute build for /shield might benefit more from the strategy of rotating oots/Rune than a scrapper will, as they can make better use of some of the superfluous resist. You'll find your own effective balance here by playing of course.

 

 

That is a good point. I currently use Rune mostly when running the lower content because it is available so much sooner than OOTS. So it is a matter of how I play mostly. I also like having fly and an extra ranged attack or team member buff so there is that. The Sorcery pool just clicks with my game right now.

 

I did redo my build and find a decent increase in resists when shifting over to my wish-list build with some nice numbers that may allow for running without Rune. My cheap build still needs some work but I do like the idea of placing a -Res proc in Jacobs Ladder for those times I need a little extra dmg on single target. I just can't fit that proc in my cheap build yet. Here are my updated builds:

 

Cheap Build

Brock Sparks: Level 50 Technology Scrapper

Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx(11)
Level 2: Jacobs Ladder -- Obl-Dmg(A), Obl-Acc/Rchg(23), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(25), Obl-%Dam(34), Obl-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13)
Level 6: Build Up -- GssSynFr--ToHit(A)
Level 8: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(19), ScrDrv-Dam%(19), ScrDrv-Dmg/EndRdx(37), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39)
Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), Prv-Heal(17), Prv-Absorb%(17), GldArm-3defTpProc(21)
Level 12: Active Defense -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Against All Odds -- PrfZng-Taunt(A)
Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), TchofDth-Dam%(43)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(21), LucoftheG-Def/Rchg+(27)
Level 22: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43)
Level 24: Mystic Flight -- Frb-Stlth(A)
Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27)
Level 28: Kick -- FrcFdb-Rechg%(A)
Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 32: Lightning Rod -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(34)
Level 35: Shield Charge -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(37)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42)
Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50)
Level 44: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-Acc/Dmg/EndRdx/Rchg(50), Ann-ResDeb%(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Grant Cover -- Rct-ResDam%(A)
Level 1: Critical Hit
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 49: Quick Form
Level 22: Arcane Power
------------

 

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Expensive Build

Brock Sparks: Level 50 Technology Scrapper

Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), StdPrt-ResDam/Def+(9), RctArm-ResDam(11), RctArm-ResDam/EndRdx(11)
Level 2: Jacobs Ladder -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(23), Mlt-Acc/Dmg/EndRdx(25), Mlt-Dmg/EndRdx/Rchg(25), FuroftheG-ResDeb%(34), FuroftheG-Acc/Dmg(40)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(13), RedFrt-Def/EndRdx(13)
Level 6: Build Up -- GssSynFr--ToHit(A)
Level 8: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(39)
Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), Prv-Heal(17), Prv-Absorb%(17), GldArm-3defTpProc(21)
Level 12: Active Defense -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Against All Odds -- PrfZng-Taunt(A)
Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(21), LucoftheG-Def/Rchg+(27)
Level 22: Arcane Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(23), Thn-Dmg/EndRdx/Rchg(31), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(43)
Level 24: Mystic Flight -- Frb-Stlth(A)
Level 26: Rune of Protection -- TtnCtn-ResDam(A), Ags-ResDam(27)
Level 28: Kick -- FrcFdb-Rechg%(A)
Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 32: Lightning Rod -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34)
Level 35: Shield Charge -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42)
Level 41: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(45), ExcCnt-Dmg/ActRdx(46), ExcCnt-Dmg/Rng(46), ExcCnt-Dmg/Rchg(46), ExcCnt-Stun%(50)
Level 44: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Grant Cover -- Rct-ResDam%(A)
Level 1: Critical Hit
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 49: Quick Form
Level 22: Arcane Power
------------

 

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Posted (edited)
2 hours ago, Dracomicon said:

Here are my updated builds:

These are actually looking really nice!

 

Edit: Re-optimized slotting for cleaner softcaps, better attunement.

 

I took the same power choices and general philosophy, but modified it to fit how you might approach the same build, but more damage-oriented. Perhaps you might find bits or the whole useful!

 

This build differs in a few ways:

  • Slightly lower res totals, though it maintains softcaps (less pad on aoe). Rune still brings you basically to S/L res cap - no wasted res going overcap either.
  • Much higher global recharge - very little hasten downtime even. 
  • A few key attacks are procced out - most importantly examine the slotting for Jacob's and Chain induction. With procs, chain induction is now a very worthy single target power, and Jacob's will reliably enable your follow-up powers with the ATO proc to increase crit chance. Several other attacks are also doing much greater damage.
  • Higher recharge resist at 90%. -Recharge can really ruin your day on shield, as it can cause your clicky mez prot to cycle out, or of course just make your damage sad.

Electric melee's biggest deficiency is single target damage. This build aims to bring it into the boss-smacking realm. Arcane Bolt is even pretty useful here from an optimal dps standpoint if you are using it on arcane power procs only, though certainly use it however much you enjoy. Always fun to have flavor work in your favor!

 

The build:

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(42), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43), Mk'Bit-Dam%(43)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(37), Rct-ResDam%(40), RctArm-ResDam/EndRdx(40), RctArm-ResDam(40)
Level 2: Jacobs Ladder -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(3), SprCrtStr-Acc/Dmg/EndRdx/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(11), Erd-%Dam(17), FuroftheG-ResDeb%(31)
Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(5), RedFrt-Def/EndRdx(5), Ksm-ToHit+(50)
Level 6: True Grit -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam(9), Prv-Absorb%(9), Prv-Heal(11)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(13), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx/Rchg(15), Arm-Dam%(17)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx(19), GldStr-%Dam(21), TchofDth-Dam%(21), Hct-Dam%(29)
Level 20: Phalanx Fighting -- ShlWal-ResDam/Re TP(A)
Level 22: Arcane Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(23), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(27), Thn-Dmg/EndRdx/Rchg(27)
Level 24: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(25)
Level 26: Rune of Protection -- GldArm-3defTpProc(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Kick -- ExpStr-Acc/KB(A), ExpStr-Dmg/KB(42), ExpStr-Dam%(46)
Level 32: Lightning Rod -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Erd-%Dam(34)
Level 35: Shield Charge -- 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: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 44: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), GldJvl-Dam%(45), StnoftheM-Dam%(46), Apc-Dam%(46)
Level 47: Ball Lightning -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50)
Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A)
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+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 22: Arcane Power 
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
------------

 

Edited by Onlyasandwich
  • Thanks 1
Posted

Had one back on live and as I recall, I kept Jacob's Ladder, as it could slot the -Resist Proc and helped it's ST DPS.

 

I don't recall the exact ST string I used, but it did have JL in it and I could solo AVs (this isn't to say it was the most powerful in ST DPS) and wasn't as terrible as I felt many made it out to be.  Though, I get the idea that much like Claw's Eviscerate, it's the animation length that may annoy people.

 

I did however, skip it on my Elec/Bio Stalker, as my Stalker has Assassin Strike.

  • Thanks 1
Posted

Constructive feedback to @Dracomicon:

 

Getting kick at level 28, putting an FF proc in it when it's very clear you will never use it, not only is that a waste of 2 million inf but it also skews your mids recharge into thinking you have perma hasten, untick the yellow dot in all powers that have a force feedback proc, you are a good 40 seconds shy of perma hasten.

 

Speaking of wasting inf, what's the different between 2 level 50 generic resist IOs vs what you put in ROP? about 2 million inf. An alternative is to 2 slot ROP with unbreakable Guard, a +5 resist and a +5 end/resist piece to get an end discount bonus.

 

All the winter sets seems inefficient for a positional defense set. you can add 5 slots build up for 2.5% defense to all 3 vectors, or you can add 4 slots to ball lightning for 2.5% AoE defense, and add another 4 slots to chain induction for 2.5% melee defense. Slot economy matters and slotting efficiency is the key to optimizing your build.

 

General comments:


I think scrappers are tough enough, based on my experiences playing melee heavy blasters. I don't subscribe to the idea that you need softcap + hardcap resists to have a viable build. The type of content where that is beneficial also accords you the benefit of having teammates/incarnates or both. Building for extreme survival carries the cost of offense. And sometimes overwhelming offense is better than fighting a war of attrition. Take Rularuu for example, I have more success surviving with my blaster with softcap defense and very low resists by nuking the spawn, triggering fear AI and picking off runners, than my bane who has softcap defenses and hardcap resists trying to take on the spawn with it's very limited AoE options.

 

The game is not just about defense/resists, for some builds mechanics like knockdowns are game changers but lightning clap is overlooked because "it does no damage and hurts my deeeps" Moral of the story, understanding game mechanics and using the tools in your toolkit will contribute a great deal to your survival.

 

Build suggestions:

 

I would drop jacobs ladder for cross punch. All things considered CP is identical to JL except it can knock down, can fit an ff proc and it gives a little buff when it connects. I know a light bulb just went off in your heads.

 

Going ROP really cuts down on your ability to slot more offensively, you have to dedicate a lot of slots to full sets for those range/aoe defenses. Not having tactics also hurts your chances to hit.

 

Thunder strike, lightning rod and shield charge all scream force feedback proc but going down ROP = womp womp, you need those set bonuses for your precious defenses

 

Since phalanx fighting doesn't benefit from defense enhancements, I'd reserve that as a mule for kismet and the reactive defense/shield wall uniques, and slot the LOTG 7.5s elsewhere.

 

I tend to build my scrappers more offensively. I would have dropped ROP and went with this:

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 49 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Brawl -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Dmg/EndRdx/Rchg(31), SprScrStr-Acc/Dmg/EndRdx/Rchg(31), SprScrStr-Rchg/+Crit(34)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5)
Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(46)
Level 6: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(7), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(49)
Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), SprCrtStr-Rchg/+50% Crit(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg/EndRdx(11), Arm-Dmg(13)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Kick -- Empty(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(31)
Level 16: Cross Punch -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(17), SprAvl-Dmg/EndRdx(17), HO:Nucle(23), Erd-%Dam(25), Obl-%Dam(25)
Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx(19), Hct-Dam%(21), TchofDth-Dam%(21), Mk'Bit-Dam%(23)
Level 20: Phalanx Fighting -- Ksm-ToHit+(A), Rct-ResDam%(47)
Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(46), RedFrt-EndRdx(47)
Level 24: Tactics -- HO:Cyto(A)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 32: Lightning Rod -- FrcFdb-Rechg%(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(34)
Level 35: Shield Charge -- FrcFdb-Rechg%(A), Arm-Acc/Rchg(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/EndRdx(37), Arm-Dam%(37)
Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), Apc-Dam%(49)
Level 41: Ball Lightning -- Ann-ResDeb%(A), Rgn-Dmg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43)
Level 44: Against All Odds -- EndRdx-I(A)
Level 47: True Grit -- StdPrt-ResDam/Def+(A), ResDam-I(48)
Level 49: One with the Shield -- GldArm-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5), Mrc-Rcvry+(48)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Quick Form
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

@Onlyasandwich:

Thanks, that is just the kind of thinking that I was struggling with. I don't work with purples much and didn't even consider breaking up the sets to go for the bonuses that matter most. Your build is fantastic and is giving me more ideas. This is an easy transition from my current plans.

 

@BrandX:

Thanks for the input. I am glad to know that Jacobs Ladder will work towards upping the single target damage. I like it for my character concept enough to try keeping it.

 

@Nemu:

Thanks for the constructive feedback. I generally do not use purples in my builds so I tend to think of the whole set as one unit not individual pieces.

 

It's funny you mention melee heavy Blasters since my second favorite character to play is a Dual Pistols/Ninja Blaster that has soft capped positional defense and enough resist that with RoP and stealth its rare that I run into problems.

 

I have heard good things about cross punch, just never tried it yet.

 

I admit that I have been using RoP as a crutch to smooth over my rough spots in play style. I definitely miss having tactics and on the +4 settings it shows quite a bit.

 

Thank you for your build. There is a lot going on with each power made to shine. I am going to have to run this on Beta to see how it flows, specifically at the lower levels but it looks to keep the same general feel with the exemplar rules.

  • Like 1
Posted
20 minutes ago, Dracomicon said:

cross punch

Cross punch is indeed amazing! Only problem with it in this context is that it won't take ATO sets. Jacob's Ladder is the only halfway decent spot for the crit strikes Proc. It would do okay in Havoc Punch as well, but current slotting there is needed for set bonuses you couldn't replace from melee aoe sets.

 

You have plenty of grist to work with of course, and will ultimately get a better feel for what works best for you personally by slotting and trying things out. 😄 I'm sure you'll have great fun with this combo.

 

 

  • Thanks 1
Posted

I skipped Jacob ladder and picked up Air Sup instead.  I prefer the knockdown more than the potential cone.  

Ignored Lightning Clap completely

I do not have OwtS in my build,  never missed it.  I do have grant cover,  but late in my build (lvl 41)

 No heal power,  but I admit, my Destiny Incarnate slot is Rebirth.  I have used it to save me on occasion.

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