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Energy Melee/Energy Aura build, looking for feedback


Stormwalker

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So, I'm getting close to having my second 50, as Stardriver has hit 46 now, so it's time to start figuring out her build (even if I can't afford all the stuff to go in it yet, I want to make sure I'm building in the right direction).  Energy Aura is a new experience for me, as is building for a typed defense set rather than a positional one.

 

Intended attack chain is Long ET -> TF -> Short ET -> BS -> WH -> repeat.  I don't know if I have enough recharge for it, though I can get pretty close now when Entropic Aura is saturated and I don't have all the LotG's or any of the purples yet (obviously, since I'm not 50 yet).  Thus, EP is still slotted as I currently have to use it as a gap filler.  I don't know if I will still need that when this is done or not.

 

No snipe (I know it's customary for EM scrappers to take one) because I can't fit either of the available ones in the concept.  I have WH and EP to fill in my attack chain as needed.

 

You'll notice I'm mostly six-slotting my attack sets here instead of going for additional procs; limited experience thus far suggests that I need the psi resistance to survive against large spawns of Carnies.  I'm certainly not hurting for single-target damage as it stands, so I feel like that's a fair compromise, but I'm open to suggestions as to how this could be handled better.

 

Negative remains a bit of a hole, but nothing I can't solve with a purple.

 

Feedback is greatly appreciated.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Stardriver: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Energy 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%(25)
Level 1: Kinetic Shield -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-EndRdx/Rchg(7), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(11)
Level 2: Bone Smasher -- Hct-Dmg(A), Hct-Dmg/EndRdx(15), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(17), Hct-Dam%(19), Hct-Dmg/Rchg(19)
Level 4: Dampening Field -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(23), ImpArm-ResPsi(23)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 8: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(27), ShlWal-ResDam/Re TP(27), ShlWal-Def(29), LucoftheG-Def/Rchg+(29)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Fly -- Flight-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Energy Protection -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/Rchg(31), Ags-Psi/Status(33)
Level 18: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34), Arm-Dmg/Rchg(34)
Level 20: Energy Cloak -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx/Rchg(36), LucoftheG-Def/Rchg+(37)
Level 22: Hover -- LucoftheG-Def/Rchg+(A)
Level 24: Boxing -- Acc-I(A)
Level 26: Total Focus -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(37), SprScrStr-Acc/Dmg/Rchg(37), SprScrStr-Dmg/EndRdx/Rchg(39), SprScrStr-Acc/Dmg/EndRdx/Rchg(39), SprScrStr-Rchg/+Crit(39)
Level 28: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(40), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 30: Energize -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(42), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Regen/Rcvry+(46), NmnCnv-EndRdx/Rchg(50)
Level 32: Energy Transfer -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(45)
Level 35: Energy Drain -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(45)
Level 38: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(45), RedFrt-Def/EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Evasive Maneuvers -- Flight-I(A)
Level 1: Critical Hit 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrc-Rcvry+(A), Mrc-Heal(11), Prv-Absorb%(13), Prv-Heal(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Energy Focus 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 12: Afterburner 
------------

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Whirling Hands in your ST rotation? How kinky of you.

 

(I'm innuending about broadcasting your masochism in public ;p)

 

Energy Punch is a pretty good skill to mix between each attack but this is how I would do it as a Brute. I know Scrappers have different interactions with crits and ET (it can be re-used if TF crits or something?) but perhaps some ideas can be of use:

 

TF recharges in 6 seconds. TF, Bone smasher (1.5 seconds), ET (1.2 seconds), Energy Punch (1), Bone Smasher (1.5), EP (1) = 6.2 seconds and good to start over. This won't be as perfect once Hasten goes down though Entropic Aura will help a bit (no FF procs in the build hurts).

 

Also worked in Power Smash since EM's AoE is anemic otherwise. You can TF (fish for a crit proc), Power Smash, WH, Power Smash. Start again.

 

To fit this things had to be shuffled but the starting zones have toxic and slows so Energy Protection is taken early and Synapse leveling/exemplaring will be powered through before Dampening Field is available just barely in range for Yin and Super Stunners.

 

Also fixed E/N's defense though your goal of increasing psi to survive carnies went down in flames for it. With 21% defense a single small purple would not have been of help either way.

 

 

I do mainly play Fire Armor which has neither defenses or resistance to psi and survive Carnies but it involves killing a bunch of them fast where EM's strong suit in single target (but ask me about my EM/Fire Brute which kills bunches -and- in single target as well).

 

Your defense won't be enough for anything that strips defense so be sure to abuse Energy Drain at the start of each fight no matter were your blue bar fits at (most of praetoria robots, kheldians, romans, etc).

 

Not sure if it fits your goals but at least the damage boost should not go amiss. ET from 726 to 930 (great vehicle for procs due to not needing recharge or endurance. I would fit in a last damage proc but there are no more since Scrappers don't get access to taunt sets and the purple is best placed in TF being the start of the rotation), TF from 567 to 715 (great vehicle for the crit proc, don't sleep on making at least that change) and more AoE.

 

 

It it is what you're actually after is a flip of the coin because recharge suffered (Hasten from 127 to 134) and your goal for protection from psi. But perhaps some slotting ideas can come out of it.

 

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Stardriver: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Energy Punch -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(9), Rct-ResDam%(31)
Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dam%(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(15), OvrFrc-End/Rech(17)
Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(19), ShlWal-Def(19), LucoftheG-Def/Rchg+(21)
Level 6: Hover -- LucoftheG-Def/Rchg+(A)
Level 8: Power Crash -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(23), Erd-Acc/Dmg/Rchg(25), ScrDrv-Dmg/EndRdx(25), ScrDrv-Acc/Rchg(27), ScrDrv-Dmg/Rchg(49)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(21), GssSynFr--Build%(23), AdjTrg-ToHit/EndRdx/Rchg(39)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam(48)
Level 18: Whirling Hands -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(31), Erd-Acc/Dmg/Rchg(31), ScrDrv-Dmg/Rchg(33), ScrDrv-Dmg/EndRdx(33), ScrDrv-Acc/Rchg(33)
Level 20: Energy Cloak -- ShlWal-Def(A), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), LucoftheG-Def/Rchg+(36)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), SprCrtStr-Rchg/+50% Crit(37)
Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 30: Dampening Field -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx(47), RctArm-ResDam(48)
Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), TchofDth-Dam%(43), Mk'Bit-Dam%(43), GldStr-%Dam(43), OvrFrc-Dam/KB(45)
Level 35: Energy Drain -- SynSck-EndMod(A), SynSck-Dam/Rech(45), SynSck-EndMod/Rech(45), SynSck-Dam/Rech/Acc(46), SynSck-Dam/Acc/End(46), SynSck-EndMod/+RunSpeed(48)
Level 38: Focused Accuracy -- EndRdx-I(A)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39)
Level 49: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(47)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 12: Afterburner
Level 50: Musculature Core Paragon
------------

 

Edited by Sovera
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1 hour ago, Sovera said:

Whirling Hands in your ST rotation? How kinky of you.

 

(I'm innuending about broadcasting your masochism in public ;p)

 

Energy Punch is a pretty good skill to mix between each attack but this is how I would do it as a Brute. I know Scrappers have different interactions with crits and ET (it can be re-used if TF crits or something?) but perhaps some ideas can be of use:

 

TF recharges in 6 seconds. TF, Bone smasher (1.5 seconds), ET (1.2 seconds), Energy Punch (1), Bone Smasher (1.5), EP (1) = 6.2 seconds and good to start over. This won't be as perfect once Hasten goes down though Entropic Aura will help a bit (no FF procs in the build hurts).

 

Also worked in Power Smash since EM's AoE is anemic otherwise. You can TF (fish for a crit proc), Power Smash, WH, Power Smash. Start again.

 

To fit this things had to be shuffled but the starting zones have toxic and slows so Energy Protection is taken early and Synapse leveling/exemplaring will be powered through before Dampening Field is available just barely in range for Yin and Super Stunners.

 

Also fixed E/N's defense though your goal of increasing psi to survive carnies went down in flames for it. With 21% defense a single small purple would not have been of help either way.

 

 

I do mainly play Fire Armor which has neither defenses or resistance to psi and survive Carnies but it involves killing a bunch of them fast where EM's strong suit in single target (but ask me about my EM/Fire Brute which kills bunches -and- in single target as well).

 

Your defense won't be enough for anything that strips defense so be sure to abuse Energy Drain at the start of each fight no matter were your blue bar fits at (most of praetoria robots, kheldians, romans, etc).

 

Not sure if it fits your goals but at least the damage boost should not go amiss. ET from 726 to 930 (great vehicle for procs due to not needing recharge or endurance. I would fit in a last damage proc but there are no more since Scrappers don't get access to taunt sets and the purple is best placed in TF being the start of the rotation), TF from 567 to 715 (great vehicle for the crit proc, don't sleep on making at least that change) and more AoE.

 

 

It it is what you're actually after is a flip of the coin because recharge suffered (Hasten from 127 to 134) and your goal for protection from psi. But perhaps some slotting ideas can come out of it.

 

 

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Stardriver: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Energy Punch -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(7), Rct-Def/EndRdx(9), Rct-ResDam%(31)
Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dam%(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(15), OvrFrc-End/Rech(17)
Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(19), ShlWal-Def(19), LucoftheG-Def/Rchg+(21)
Level 6: Hover -- LucoftheG-Def/Rchg+(A)
Level 8: Power Crash -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(23), Erd-Acc/Dmg/Rchg(25), ScrDrv-Dmg/EndRdx(25), ScrDrv-Acc/Rchg(27), ScrDrv-Dmg/Rchg(49)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(21), GssSynFr--Build%(23), AdjTrg-ToHit/EndRdx/Rchg(39)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam(48)
Level 18: Whirling Hands -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(31), Erd-Acc/Dmg/Rchg(31), ScrDrv-Dmg/Rchg(33), ScrDrv-Dmg/EndRdx(33), ScrDrv-Acc/Rchg(33)
Level 20: Energy Cloak -- ShlWal-Def(A), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), LucoftheG-Def/Rchg+(36)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), SprCrtStr-Rchg/+50% Crit(37)
Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42)
Level 30: Dampening Field -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx(47), RctArm-ResDam(48)
Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), TchofDth-Dam%(43), Mk'Bit-Dam%(43), GldStr-%Dam(43), OvrFrc-Dam/KB(45)
Level 35: Energy Drain -- SynSck-EndMod(A), SynSck-Dam/Rech(45), SynSck-EndMod/Rech(45), SynSck-Dam/Rech/Acc(46), SynSck-Dam/Acc/End(46), SynSck-EndMod/+RunSpeed(48)
Level 38: Focused Accuracy -- EndRdx-I(A)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39)
Level 49: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(47)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 12: Afterburner
Level 50: Musculature Core Paragon
------------

 

 

Thanks for the feedback!

 

The scrapper ET mechanic is that if TF crits, instead of extra damage you get two charges of Energy Focus (meaning your next two ET's are short).  This is where some of the need for Recharge comes in because it means TF has to be recharged after Short ET -> BS -> (whatever you fill the gap with, WH in my case) -> Short ET or the attack chain breaks down and you don't really benefit from the TF crit.  This is also why ET has to be in the attack chain twice, otherwise you fail to leverage the extra Energy Focus charge.  So the attack chain you listed, which only includes ET once, won't really work for a Scrapper.  This is also why the Critical Strikes proc was in ET - to push that TF crit, because getting that extra Short ET in the rotation more than half the time is a massive DPS boost.

 

The reference to a purple was more indicating that I only needed a purple to softcap my Negative defense (at 40.49% in my original build).

 

The problem that I am having right now is that if I get spawns with multiple Carnival bosses in them, especially multiple Master Illusionists, I am just toast, because their psi attacks wreck me before I can beat them down (unless I pop a bunch of inspirations, of course),  Since psi defense is hard to come by, I was looking for psi resistance to make me tough enough against those attacks that I can live long enough to hammer down a couple of bosses, at which point the threat is greatly reduced.  That said, while your build gives up the psi resistance, it does add some psi defense, so that part might even out.

 

I had Power Crash in my build at one point and... I'm not over-fond of it.   With the taunt aura, enemies always seem to want to surround me anyway, so getting much use out of its cone is difficult, and the interaction with Energy Focus is kinda useless since I can never manage to saturate its cone even before that is factored in (since it doesn't actually make the cone any larger), so it basically wastes an Energy Focus charge that would be better used on my next ET.

 

That said, some of your ideas on slotting things may be useful when my EM/Inv Brute gets to higher level, so it's still helpful.

 

EDIT: I need to check, but I think ET -> TF -> EP -> ET -> BS -> EP may be a viable rotation that is better than using WH in pure single-target situations.

 

Thank you!

 

 

 

 

Edited by Stormwalker
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2 hours ago, Sovera said:

Whirling Hands in your ST rotation? How kinky of you.

 

 

*SomeGuy would like to know your location*

 

@Stormwalker, don't get hung up on Carnie bosses eating your lunch. They tend to do that to most builds. You aren't going to always encounter them. Build for the game, not for a few mobs you encounter infrequently. That's what Inspirations are for (your words!).

Edited by SomeGuy
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47 minutes ago, SomeGuy said:

 

*SomeGuy would like to know your location*

 

@Stormwalker, don't get hung up on Carnie bosses eating your lunch. They tend to do that to most builds. You aren't going to always encounter them. Build for the game, not for a few mobs you encounter infrequently. That's what Inspirations are for (your words!).

 

Yeah I have noticed even on my (Claws/SR) main, when I die, it's almost always due to "Where did that [3rd, sometimes 4th] Master Illusionist come from?!"

 

I think this is probably why I tend to remember my Dark/Dark from Live as being so unkillable, when the general performance of the sets suggests he probably wasn't as tough as I remember.   But being able to completely laugh at Carnies made a strong impression.

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1 hour ago, Stormwalker said:

 

Thanks for the feedback!

 

The scrapper ET mechanic is that if TF crits, instead of extra damage you get two charges of Energy Focus (meaning your next two ET's are short).  This is where some of the need for Recharge comes in because it means TF has to be recharged after Short ET -> BS -> (whatever you fill the gap with, WH in my case) -> Short ET or the attack chain breaks down and you don't really benefit from the TF crit.  This is also why ET has to be in the attack chain twice, otherwise you fail to leverage the extra Energy Focus charge.  So the attack chain you listed, which only includes ET once, won't really work for a Scrapper.  This is also why the Critical Strikes proc was in ET - to push that TF crit, because getting that extra Short ET in the rotation more than half the time is a massive DPS boost.

 

The reference to a purple was more indicating that I only needed a purple to softcap my Negative defense (at 40.49% in my original build).

 

The problem that I am having right now is that if I get spawns with multiple Carnival bosses in them, especially multiple Master Illusionists, I am just toast, because their psi attacks wreck me before I can beat them down (unless I pop a bunch of inspirations, of course),  Since psi defense is hard to come by, I was looking for psi resistance to make me tough enough against those attacks that I can live long enough to hammer down a couple of bosses, at which point the threat is greatly reduced.  That said, while your build gives up the psi resistance, it does add some psi defense, so that part might even out.

 

I had Power Crash in my build at one point and... I'm not over-fond of it.   With the taunt aura, enemies always seem to want to surround me anyway, so getting much use out of its cone is difficult, and the interaction with Energy Focus is kinda useless since I can never manage to saturate its cone even before that is factored in (since it doesn't actually make the cone any larger), so it basically wastes an Energy Focus charge that would be better used on my next ET.

 

That said, some of your ideas on slotting things may be useful when my EM/Inv Brute gets to higher level, so it's still helpful.

 

EDIT: I need to check, but I think ET -> TF -> EP -> ET -> BS -> EP may be a viable rotation that is better than using WH in pure single-target situations.

 

Thank you!

 

 

Though the use of two ETs is super seductive I might still try a test (pylons, mebbe?) of both rotations. Including a slow ET at 2.9 is daunting.

 

I found that on my Brute and when I missed with ET I could still squeeze it back in before TF finished recharging. It did mess with the rotation a bit but I could straighten it up afterwards. By correlation that seems to imply two procced out ETs might fit.

 

Taking a gander at the recharge times ET recharges in 4.10 seconds. TF recharges in 5.9. Since TF takes 2.8 seconds to cast it eats the 4.10 seconds for ET. Is the warning that you got two focus clearly visible? Because you could replace one of the Energy Punches for it. Lets see..

 

TF (crit, two Focus), knowing you got it you decide to use ET (one focus down, 1,2 animation, 4 seconds recharge), EP (1 second), Bone Smasher (1.7), EP (1). 3.7 seconds Bit too short. ET needed 4.1 to recharge so second ET goes off making 5.9. TF needed 5.9. TF takes 2.8 seconds to cast again, with an EP afterwards it goes to 3.8. Bit short for ET since it would be up in 4.1. Honestly 0.4 seconds might not be noticeable. But lets try reducing ET's recharge a bit by swapping the damage/endurance with damage/recharge.

 

Alright. ET is now 3.72.

 

TF (crit, two Focus), ET (one focus down, 1.2), EP (1 second), Bone Smasher (1.7), EP (1). 3.7 seconds total, second ET goes off.  1.2 + 1 + 1.7 + 1 + 1.2 = 6.1. TF recharges in 5.9 so it goes off again. TF (2.8), too short to segue into ET so use EP to make it 3.8. ET is up now and can be used.

 

It's going to be a bit dynamic and on the fly but EP can be fit in to help smooth things. Sometimes you don't get a second Focus to use though and that is where you also use an EP after the first TF. Since TF recharges in 5.9 the loss of 0.2 seconds from switching ET (1.2) for EP (1) won't impact using TF on CD.

 

At least until Hasten is on cooldown.

 

 

Tbh this is more trouble than CoH deserves and I prefer a nice smooth and simple rotation. Upside is not having to subject yourself to a slow ET and also the damage boost staying (even with recharge ET is still going at 900 damage compared to the previous 726).

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2 minutes ago, Sovera said:

 

 

Taking a gander at the recharge times ET recharges in 4.10 seconds. TF recharges in 5.9. Since TF takes 2.8 seconds to cast it eats the 4.10 seconds for ET. Is the warning that you got two focus clearly visible? Because you could replace one of the Energy Punches for it. Lets see..

 

 

It is; when TF "crits" goes off you see "Energy Focused" pop up twice.

 

That said, it's my understanding that Long ET -> TF -> Short ET -> BS -> <gap filler of choice> -> repeat is still the highest DPS attack chain for at least Scrapper EM even without the Critical Strikes proc in play.  The Critical Strikes proc just makes it that much better because it's frequently Short ET -> TF -> Short ET -> BS -> <gap filler of choice>.

 

Also, I am finding that at least when TF doesn't crit, I can actually just do ET -> TF -> ET -> BS - EP -> repeat and it works, at least when Hasten is up and I have a few enemies to feed Entropic Aura's +recharge.  It doesn't quite work when TF does crit - I end up with a bit of a gap before TF - but I think when the build is done and I actually have the full amount of recharge it calls for, it will probably work just like that.

 

The only real drawback is the risk of getting beaten down to low enough health during the Long ET animation that ET's health cost kills me, but avoiding that is largely a matter of paying attention to my health and using Energize before ET if needed.

 

This is the other reason that having a bit of a gap in there isn't too terrible, because often that gap gets filled with Build Up, or Energize, or Energy Drain anyway

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Not sure if this is better or worse, but here's my energy/energy

Some differences

Character Profile:
------------------
 

Spoiler

Level 1: Inherent Inherent Brawl
    EMPTY
Level 1: Inherent Inherent prestige_DVD_Glidep
    EMPTY
Level 1: Inherent Inherent Sprint
    Crafted_Run (50)
Level 2: Inherent Inherent Rest
    EMPTY
Level 2: Inherent Fitness Swift
    Crafted_Run (50)
Level 2: Inherent Fitness Hurdle
    EMPTY
Level 2: Inherent Fitness Health
    Attuned_Numinas_Convalesence_A (1)
    Attuned_Numinas_Convalesence_E (1)
    Attuned_Numinas_Convalesence_F (1)
Level 2: Inherent Fitness Stamina
    Attuned_Power_Transfer_A (1)
    Attuned_Power_Transfer_F (1)
    Attuned_Performance_Shifter_F (1)
Level 1: Scrapper_Melee Energy_Melee Barrage
    Superior_Attuned_Superior_Critical_Strikes_A (1)
    Superior_Attuned_Superior_Critical_Strikes_B (1)
    Superior_Attuned_Superior_Critical_Strikes_C (1)
    Superior_Attuned_Superior_Critical_Strikes_D (1)
    Superior_Attuned_Superior_Critical_Strikes_E (1)
    Superior_Attuned_Superior_Critical_Strikes_F (1)
Level 6: Scrapper_Melee Energy_Melee Bone_Smasher
    Superior_Attuned_Superior_Scrappers_Strike_A (1)
    Superior_Attuned_Superior_Scrappers_Strike_B (1)
    Superior_Attuned_Superior_Scrappers_Strike_C (1)
    Superior_Attuned_Superior_Scrappers_Strike_D (1)
    Superior_Attuned_Superior_Scrappers_Strike_E (1)
    Superior_Attuned_Superior_Scrappers_Strike_F (1)
Level 12: Scrapper_Melee Energy_Melee Build_Up
    Attuned_Gaussians_Synchronized_FireControl_A (1)
    Attuned_Gaussians_Synchronized_FireControl_B (1)
Level 14: Scrapper_Melee Energy_Melee Power_Crash
    Superior_Attuned_Avalanche_A (1)
    Superior_Attuned_Avalanche_B (1)
    Superior_Attuned_Avalanche_C (1)
    Superior_Attuned_Avalanche_D (1)
    Superior_Attuned_Avalanche_E (1)
    Superior_Attuned_Avalanche_F (1)
Level 18: Scrapper_Melee Energy_Melee Whirling_Hands
    Attuned_Overwhelming_Force_A (1)
    Attuned_Overwhelming_Force_B (1)
    Attuned_Overwhelming_Force_C (1)
    Attuned_Overwhelming_Force_D (1)
    Attuned_Overwhelming_Force_E (1)
    Attuned_Overwhelming_Force_F (1)
Level 26: Scrapper_Melee Energy_Melee Total_Focus
    Crafted_Hecatomb_A (50)
    Crafted_Hecatomb_B (50)
    Crafted_Hecatomb_C (50)
    Crafted_Hecatomb_D (50)
    Crafted_Hecatomb_E (50)
    Crafted_Hecatomb_F (50)
Level 32: Scrapper_Melee Energy_Melee Energy_Transfer
    Superior_Attuned_Blistering_Cold_A (1)
    Superior_Attuned_Blistering_Cold_B (1)
    Superior_Attuned_Blistering_Cold_C (1)
    Superior_Attuned_Blistering_Cold_D (1)
    Superior_Attuned_Blistering_Cold_E (1)
    Superior_Attuned_Blistering_Cold_F (1)
Level 49: Scrapper_Melee Energy_Melee Confront
    Attuned_Perfect_Zinger_F (1)
Level 1: Scrapper_Defense Energy_Aura Kinetic_Shield
    Crafted_Shield_Wall_A (50)
    Crafted_Shield_Wall_B (50)
    Crafted_Shield_Wall_C (50)
    Crafted_Shield_Wall_D (50)
    Crafted_Shield_Wall_E (50)
    Crafted_Shield_Wall_F (50)
Level 2: Scrapper_Defense Energy_Aura Dampening_Field
    Attuned_Unbreakable_Guard_B (1)
    Attuned_Unbreakable_Guard_A (1)
    Attuned_Unbreakable_Guard_F (1)
Level 4: Scrapper_Defense Energy_Aura Power_Shield
    Attuned_Luck_of_the_Gambler_A (1)
    Attuned_Luck_of_the_Gambler_B (1)
    Attuned_Luck_of_the_Gambler_C (1)
    Attuned_Luck_of_the_Gambler_D (1)
    Attuned_Luck_of_the_Gambler_E (1)
    Attuned_Luck_of_the_Gambler_F (1)
Level 10: Scrapper_Defense Energy_Aura Entropy_Shield
    Crafted_Endurance_Discount (50)
Level 16: Scrapper_Defense Energy_Aura Energy_Protection
    Attuned_Aegis_A (1)
    Attuned_Aegis_E (1)
    Attuned_Aegis_F (1)
Level 20: Scrapper_Defense Energy_Aura Energy_Cloak
    Attuned_Luck_of_the_Gambler_A (1)
    Attuned_Luck_of_the_Gambler_E (1)
    Attuned_Luck_of_the_Gambler_F (1)
Level 28: Scrapper_Defense Energy_Aura Efficiency
    Attuned_Preventive_Medicine_A (1)
    Attuned_Preventive_Medicine_B (1)
    Attuned_Preventive_Medicine_D (1)
    Attuned_Preventive_Medicine_F (1)
Level 35: Scrapper_Defense Energy_Aura Energy_Drain
    Attuned_Efficacy_Adaptor_A (1)
    Attuned_Efficacy_Adaptor_B (1)
    Attuned_Efficacy_Adaptor_C (1)
    Attuned_Efficacy_Adaptor_D (1)
Level 8: Pool Speed Hasten
    Crafted_Recharge (50)
    Crafted_Recharge (50)
Level 22: Pool Leaping Combat_Jumping
    Attuned_Luck_of_the_Gambler_F (1)
Level 24: Pool Leaping Long_Jump
    Attuned_Launch_D (1)
Level 0: Pool Leaping Double_Jump
Level 30: Pool Fighting Boxing
    EMPTY
Level 44: Pool Fighting Tough
    Crafted_Gladiators_Armor_A (50)
    Crafted_Gladiators_Armor_E (50)
    Crafted_Gladiators_Armor_F (50)
Level 47: Pool Fighting Weave
    Attuned_Luck_of_the_Gambler_A (1)
    Attuned_Luck_of_the_Gambler_E (1)
    Attuned_Luck_of_the_Gambler_F (1)
    Attuned_Reactive_Defenses_F (1)
Level 38: Epic Body_Mastery Focused_Accuracy
    Attuned_Gaussians_Synchronized_FireControl_E (1)
    Attuned_Gaussians_Synchronized_FireControl_F (1)
Level 41: Epic Body_Mastery Physical_Perfection
    Attuned_Miracle_F (1)
    Crafted_Panacea_F (50)
    Attuned_Performance_Shifter_F (1)
    Attuned_Power_Transfer_F (1)

 

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Here's my take on your build. I took out Focused Accuracy because OMG it cost a lot and really isn't needed, especially since this has 62% global ACC. I moved some slots around. This will definitely eek out more damage. And it has more global recharge (almost perma hasten levels without outside buffs). In Focused Accuracy's place I took Air Superiority just as a set mule. I wanted to try to get the Recharge/Slow resistance higher is why I took it (and why you just see Blistering Cold 2pc in three different spots, and the 20% Slow Resist in Fly). If Evasive Maneuvers gave it's defense bonus while in combat it would be a slam dunk, but it still seems really useful, especially as a set mule.

 

image.png.fe4b8b83621164f0f3cd2fc8932a0940.png

image.png.efd660d409ce79f4a576cb9f7a045c2e.png

image.png.d8acb4ecabdaaa6d724a2ac75e293733.png

 

Hopefully this gives you some ideas and it doesn't change your power choices. Except for Focused Accuracy. But it isn't good for what it cost.

 

 

 


 

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

Click this DataLink to open the build!

Stardriver: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Energy Punch -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg/Rchg(5), GldStr-%Dam(25)
Level 1: Kinetic Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(7), ShlWal-ResDam/Re TP(7), LucoftheG-Def/Rchg+(13)
Level 2: Bone Smasher -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx/Rchg(15), CrsImp-Dmg/EndRdx(17), CrsImp-Dmg/Rchg(17), CrsImp-Acc/Dmg/Rchg(19), GldStr-%Dam(19)
Level 4: Dampening Field -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(9), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21), GldArm-3defTpProc(23)
Level 6: Build Up -- GssSynFr--Build%(A), AdjTrg-Rchg(15), AdjTrg-ToHit/EndRdx(25), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(47), AdjTrg-EndRdx/Rchg(48)
Level 8: Power Shield -- Rct-ResDam%(A), Rct-Def(13), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(29)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Fly -- WntGif-ResSlow(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Energy Protection -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(31), Ags-ResDam(31), StdPrt-ResDam/Def+(33)
Level 18: Whirling Hands -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(33), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Dmg/EndRdx/Rchg(34)
Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx(45)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 24: Boxing -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(36)
Level 26: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(37), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), GldStr-%Dam(39)
Level 28: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(40), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 30: Energize -- Prv-Absorb%(A), Prv-Heal(34), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(50)
Level 32: Energy Transfer -- SprCrtStr-Acc/Dmg/EndRdx/Rchg(A), SprCrtStr-Acc/Dmg(42), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(45)
Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(36)
Level 38: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(48)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(47)
Level 44: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(46)
Level 47: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Air Superiority -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(49)
Level 1: Critical Hit
Level 1: Brawl -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9)
Level 1: Energy Focus
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 12: Afterburner
Level 50: Musculature Core Paragon
------------

 
 

 

Edited by SomeGuy
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52 minutes ago, SomeGuy said:

Here's my take on your build. I took out Focused Accuracy because OMG it cost a lot and really isn't needed, especially since this has 62% global ACC. I moved some slots around. This will definitely eek out more damage. And it has more global recharge (almost perma hasten levels without outside buffs). In Focused Accuracy's place I took Air Superiority just as a set mule. I wanted to try to get the Recharge/Slow resistance higher is why I took it (and why you just see Blistering Cold 2pc in three different spots, and the 20% Slow Resist in Fly). If Evasive Maneuvers gave it's defense bonus while in combat it would be a slam dunk, but it still seems really useful, especially as a set mule.

 

 

There is definitely a lot to like here.  I hadn't ever really thought of using unused attacks as two-piece set mules, that's a good idea, and I definitely like the slow resistance, since this build needs to stay fast to be effective  I will miss some of the lost of hover speed, but with the slow resistance I won't miss it all that much, because I'll still be at 37.55 MPH (with Evasive Maneuvers), which is plenty. 

 

And I agree, Focused Accuracy isn't really needed in this build.  It's nice for dealing with Nemesis, but you're right about the amount of global accuracy rendering it a bit redundant, and removing it frees up a number of slots for other things.

 

On top of that, I think your build may actually be less expensive than mine.  Maybe not, with the Blistering Cold pieces, but at the least it isn't much more expensive.

 

Will definitely look very closely at this, thanks!

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Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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Well, I hit 50 today, got my Tier 1 alpha, and busted up my first Pylon tonight.  Didn't bother timing it because the build is not remotely finished yet (not even in my final spec yet, much less actually have all the set pieces I need), but I was able to verify that even now I can just go ET -> TF -> ET -> BS -> EP -> repeat even when I get both short ET's, at least when Hasten is up.   When Build Up is up or I need to heal I just stick that in place of EP, typically.

 

She's already a whole lot of fun to play, and I can tell that as I fill in the remaining pieces she's just going to get better.  Thanks to everyone for your advice.

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