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EM/Rad - What am I not understanding? (Play and Build Advice)


Gammos

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Good morning! 

 

I am leveling an EM/Rad scrapper who is currently at lvl 47. I actually really enjoy playing with him but I feel as though I cannot seem to grasp the strength's of Rad. I don't have as much issue with EM because it's pretty straightforward. I took the below build to test server last night and got steamrolled multiple times (I auto-completed). Granted it was Arachnos so that might be why. Another mish I tried was Council and I got through it, but not as smoothly as I wanted. Both of these missions were set to +3/8 so I could really test out this build I made. I'm not an expert with Mids so if anyone could please take a look and offer advice, I would appreciate it! Also, can anyone offer insight as to Rad's strengths and challenges? When it comes to large mobs, I must be doing something wrong. Thank you! 

 

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

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Fullmetal Fallout: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch -- Empty(A)
Level 1: Alpha Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7)
Level 2: Bone Smasher -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(9), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Gamma Boost -- PrfShf-End%(A)
Level 6: Proton Armor -- GldArm-3defTpProc(A), ImpArm-ResPsi(13), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Fallout Shelter -- Ags-Psi/Status(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(23)
Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(25), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(50)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Therapy -- TchoftheN-%Dam(A), ScrDrv-Dam%(29), Obl-%Dam(29)
Level 18: Whirling Hands -- Obl-%Dam(A), Obl-Dmg(31), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Beta Decay -- TchofLadG-DefDeb/EndRdx(A), TchofLadG-DefDeb(33), DarWtcDsp-ToHitDeb(34), DarWtcDsp-ToHitDeb/EndRdx(34)
Level 22: Super Jump -- WntGif-ResSlow(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 26: Total Focus -- TchofDth-Dam%(A), Hct-Dam%(36), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), Hct-Dmg(37), Hct-Dmg/EndRdx(39)
Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(39), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40)
Level 30: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(42), Rct-ResDam%(42)
Level 32: Energy Transfer -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(42), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Ground Zero -- Arm-Dam%(A), TchofLadG-%Dam(45), Obl-%Dam(45)
Level 38: Meltdown -- ImpArm-ResPsi(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(48)
Level 44: Moonbeam -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50)
Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 49: Combat Teleport -- Range-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 4: Ninja Run 
Level 22: Double Jump 
------------

 

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It was probably debuffs that were the problem. Resistance sets will get hit far more often and therefore eat more debuffs. I play a lot of rad on tanks and brutes and I wouldn't build one without focused accuracy and enough winter 2 pieces to cap recharge/slow resist. Also consider taking ageless radial even if the endurance and recharge are superfluous. You could also try slotting some heal in radiation therapy, scrappers only have 4 damage procs to put in it so if you can find the slots you can slot it for its actual purpose too!

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8 hours ago, Gammos said:

Good morning! 

 

I am leveling an EM/Rad scrapper who is currently at lvl 47. I actually really enjoy playing with him but I feel as though I cannot seem to grasp the strength's of Rad. I don't have as much issue with EM because it's pretty straightforward. I took the below build to test server last night and got steamrolled multiple times (I auto-completed). Granted it was Arachnos so that might be why. Another mish I tried was Council and I got through it, but not as smoothly as I wanted. Both of these missions were set to +3/8 so I could really test out this build I made. I'm not an expert with Mids so if anyone could please take a look and offer advice, I would appreciate it! Also, can anyone offer insight as to Rad's strengths and challenges? When it comes to large mobs, I must be doing something wrong. Thank you! 

 

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Full Build:

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

Click this DataLink to open the build!

Fullmetal Fallout: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch -- Empty(A)
Level 1: Alpha Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7)
Level 2: Bone Smasher -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(9), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Gamma Boost -- PrfShf-End%(A)
Level 6: Proton Armor -- GldArm-3defTpProc(A), ImpArm-ResPsi(13), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Fallout Shelter -- Ags-Psi/Status(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(23)
Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(25), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(50)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Therapy -- TchoftheN-%Dam(A), ScrDrv-Dam%(29), Obl-%Dam(29)
Level 18: Whirling Hands -- Obl-%Dam(A), Obl-Dmg(31), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Beta Decay -- TchofLadG-DefDeb/EndRdx(A), TchofLadG-DefDeb(33), DarWtcDsp-ToHitDeb(34), DarWtcDsp-ToHitDeb/EndRdx(34)
Level 22: Super Jump -- WntGif-ResSlow(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 26: Total Focus -- TchofDth-Dam%(A), Hct-Dam%(36), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), Hct-Dmg(37), Hct-Dmg/EndRdx(39)
Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(39), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40)
Level 30: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(42), Rct-ResDam%(42)
Level 32: Energy Transfer -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(42), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Ground Zero -- Arm-Dam%(A), TchofLadG-%Dam(45), Obl-%Dam(45)
Level 38: Meltdown -- ImpArm-ResPsi(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(48)
Level 44: Moonbeam -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50)
Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 49: Combat Teleport -- Range-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 4: Ninja Run 
Level 22: Double Jump 
------------

 

 

 

This might not be what you envisioned and I'm not a Scrapper player, but since it's the test server give this a try against the same enemies if possible and let me know if you felt any difference.

 

Try and keep Particle shielding up 24/7, don't wait until you need it and just use it on CD.

 

When in trouble use Barrier 120 seconds as your panic button (Meltdown does not particularly add anything and the animation is super slow even for the damage buff) and it will finish capping your resists and defences for the full duration after having helped survive whatever tight spot you found yourself in. In theory you could keep it up 24/7 to be at 45% S/L and 75% resists all the time but I find most of the game does not need so much finnicky game style. If the enemies -are- problematic you will naturally be using Barrier in the first place, and if they are not then the extra 5% were not needed anyway.

 

I terminated Ground Zero since it's an investment you did not have the slots for. When using a 3 second animation you'd better have all six slots with damage procs which is not the case. Again, it's just a test server build to check changes and you might miss GZ, or might not notice a difference. For now the emphasis is survival since that's what seemed to be a problem (even though there is worth in the kill first approach but as a Scrapper that should already be your thing).  If you would rather turn Radiation Therapy into a proc bomb you have the slots for it now, but since survival seemed to be the problem I went for heals and recharge.

 

In the same vein you can leave RT with just a base slot (I would suggest the Theft of Essence proc) and take GZ for that empty power and then transfer the slots and six damage proc it to help with AoE damage.

 

The free power I have no particular clue what to take since the basics are taken care of. Whatever choice you make should be fine including the slot transfer.

 

Spoiler

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

Click this DataLink to open the build!

Fullmetal Fallout: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5)
Level 1: Alpha Barrier -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9)
Level 2: Bone Smasher -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(11), SprScrStr-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dam%(13), GldStr-Acc/End/Rech(15)
Level 4: Gamma Boost -- PrfShf-End%(A)
Level 6: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Max HP%(21), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(23)
Level 12: Build Up -- GssSynFr--Build%(A), AdjTrg-Rchg(23), AdjTrg-ToHit/Rchg(25), AdjTrg-EndRdx/Rchg(25), RctRtc-ToHit/Rchg(27), RctRtc-Pcptn(27)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Therapy -- Pnc-Heal/EndRedux(A), Pnc-Heal/+End(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(47), Pnc-EndRdx/Rchg(48), ThfofEss-+End%(48)
Level 18: Whirling Hands -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(31), Mlt-Dmg/Rchg(31), Mlt-Acc/EndRdx(31), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33)
Level 20: Beta Decay -- MckBrt-Acc/Rchg(A), MckBrt-Taunt/Rchg/Rng(40), MckBrt-Taunt/Rchg(46), MckBrt-Taunt(47)
Level 22: Super Jump -- WntGif-ResSlow(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 26: Total Focus -- TchofDth-Dam%(A), Hct-Dam%(34), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37)
Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(37), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39)
Level 30: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(40), Rct-ResDam%(40)
Level 32: Energy Transfer -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/Rchg(42), SprScrStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42), TchofDth-Dam%(43), TchofDth-Dmg/EndRdx/Rchg(43)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(43), Rct-Def/EndRdx(45)
Level 38: Moonbeam -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(45), Apc-Dmg/Rchg(45), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 44: Meltdown -- GldArm-3defTpProc(A)
Level 47: Combat Teleport -- Range-I(A), AdjTrg-Rchg(49), AdjTrg-ToHit/Rchg(50), AdjTrg-ToHit/EndRdx/Rchg(50)
Level 49: [Empty] -- Empty(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 -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus
Level 49: Quick Form
Level 22: Double Jump
Level 4: Ninja Run
Level 50: Musculature Core Paragon
------------

 

 

Edited by Sovera
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Here's what I'm running. Generally happy with 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!

Mr Scary: Level 50 Magic Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch

  • (A) Superior Scrapper's Strike - Accuracy/Damage
  • (3) Superior Scrapper's Strike - Damage/Recharge
  • (3) Superior Scrapper's Strike - Accuracy/Damage/Recharge
  • (5) Superior Scrapper's Strike - Damage/Endurance/Recharge
  • (5) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Scrapper's Strike - Recharge/Critical Hit Bonus

Level 1: Alpha Barrier

  • (A) Gladiator's Armor - End/Resist
  • (7) Gladiator's Armor - Recharge/Resist
  • (7) Gladiator's Armor - Resistance/Rech/End
  • (9) Gladiator's Armor - Resistance
  • (9) Gladiator's Armor - TP Protection +3% Def (All)

Level 2: Bone Smasher

  • (A) Superior Critical Strikes - Accuracy/Damage
  • (11) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (11) Superior Critical Strikes - RechargeTime/+50% Crit Proc
  • (13) Touch of Death - Chance of Damage(Negative)
  • (13) Gladiator's Strike - Chance for Smashing Damage
  • (15) Mako's Bite - Chance of Damage(Lethal)

Level 4: Gamma Boost

  • (A) Power Transfer - Chance to Heal Self

Level 6: Proton Armor

  • (A) Titanium Coating - Resistance/Endurance
  • (15) Titanium Coating - Resistance/Recharge
  • (17) Titanium Coating - Resistance/Endurance/Recharge
  • (17) Titanium Coating - Resistance

Level 8: Hasten

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO

Level 10: Fallout Shelter

  • (A) HamiO:Ribosome Exposure

Level 12: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 14: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Radiation Therapy

  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (19) Obliteration - Chance for Smashing Damage
  • (21) Scirocco's Dervish - Chance of Damage(Lethal)
  • (21) Eradication - Chance for Energy Damage
  • (23) Touch of the Nictus - Chance for Negative Energy Damage
  • (23) Touch of the Nictus - Healing/Absorb

Level 18: Whirling Hands

  • (A) Armageddon - Damage
  • (25) Armageddon - Accuracy/Recharge
  • (25) Armageddon - Chance for Fire Damage
  • (27) Armageddon - Damage/Endurance
  • (27) Armageddon - Accuracy/Damage/Recharge

Level 20: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 22: Kick

  • (A) Empty

Level 24: Tough

  • (A) Unbreakable Guard - Resistance
  • (43) Unbreakable Guard - Resistance/Endurance
  • (47) Unbreakable Guard - +Max HP
  • (49) Steadfast Protection - Resistance/+Def 3%

Level 26: Total Focus

  • (A) Hecatomb - Damage
  • (29) Hecatomb - Damage/Recharge
  • (29) Hecatomb - Accuracy/Damage/Recharge
  • (31) Hecatomb - Accuracy/Recharge
  • (31) Hecatomb - Damage/Endurance
  • (31) Touch of Death - Chance of Damage(Negative)

Level 28: Particle Shielding

  • (A) Preventive Medicine - Heal
  • (33) Preventive Medicine - Heal/Endurance
  • (33) Preventive Medicine - Endurance/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance
  • (34) Preventive Medicine - Chance for +Absorb

Level 30: Weave

  • (A) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Endurance/Recharge
  • (36) Shield Wall - Defense
  • (36) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Energy Transfer

  • (A) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (37) Superior Blistering Cold - Accuracy/Damage
  • (37) Hecatomb - Chance of Damage(Negative)
  • (37) Mako's Bite - Chance of Damage(Lethal)
  • (39) Touch of Death - Chance of Damage(Negative)
  • (39) Gladiator's Strike - Chance for Smashing Damage

Level 35: Ground Zero

  • (A) Achilles' Heel - Chance for Res Debuff
  • (39) Touch of Lady Grey - Chance for Negative Damage
  • (40) Shield Breaker - Chance for Lethal Damage
  • (40) Obliteration - Chance for Smashing Damage
  • (40) Eradication - Chance for Energy Damage
  • (42) HamiO:Nucleolus Exposure

Level 38: Meltdown

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Kismet - Accuracy +6%
  • (43) Reactive Defenses - Scaling Resist Damage

Level 44: Moonbeam

  • (A) Apocalypse - Damage/Recharge
  • (45) Apocalypse - Accuracy/Damage/Recharge
  • (45) Apocalypse - Accuracy/Recharge
  • (45) Apocalypse - Damage/Endurance
  • (46) Apocalypse - Chance of Damage(Negative)

Level 47: Shadow Meld

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Critical Hit 


Level 1: Brawl

  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (46) Miracle - +Recovery
  • (47) Panacea - +Hit Points/Endurance
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
  • (48) Performance Shifter - EndMod/Accuracy
  • (48) Power Transfer - Chance to Heal Self
Level 1: Energy Focus 

Level 12: Speed Phase 
Level 49: Quick Form 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------
------------
Set Bonus Totals:
  • Spoiler
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • +78.75% Enhancement(RechargeTime)
    • 8.75% Enhancement(Max EnduranceDiscount)
    • +45% Enhancement(Accuracy)
    • 7.5% SpeedFlying
    • GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
    • 336.3 HP (25.12%) HitPoints
    • 7.5% JumpHeight
    • 7.5% SpeedJumping
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • 67.5% MezResist(Confused)
    • 67.5% MezResist(Held)
    • 67.5% MezResist(Immobilized)
    • 67.5% MezResist(Sleep)
    • 67.5% MezResist(Stunned)
    • 67.5% MezResist(Terrorized)
    • 200% MezResist(Teleport) (20% chance)
    • 14.5% (0.24 End/sec) Recovery
    • 26% (1.45 HP/sec) Regeneration
    • 35% ResEffect(SpeedFlying)
    • 35% ResEffect(RechargeTime)
    • 35% ResEffect(SpeedRunning)
    • 19.25% Resistance(Smashing)
    • 19.25% Resistance(Lethal)
    • 23% Resistance(Fire)
    • 23% Resistance(Cold)
    • 18.5% Resistance(Energy)
    • 18.5% Resistance(Negative)
    • 11.75% Resistance(Toxic)
    • 11.75% Resistance(Psionic)
    • 7.5% SpeedRunning
    • 36% GlobalChanceMod PlayerCrit

     

 

Also a summary of chains and proc slotting from another thread: 

 

Edited by thunder_crane
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People think of Rad Armor as a resist set, but it's really a hybrid resist/regen set. Use Particle Shielding proactively and keep it up all the time. In addition to the +absorb, it provides 100% +regen (unenhanced) for 30 seconds. In addition to the heal, Radiation Therapy provides an additional 100% +regen (unenhanced) for 60 seconds as well as resistance to -regen. Between the two you're approaching Willpower and Regen (w/o Instant Healing) levels. I use Melee Core Hybrid as my panic button, as it adds both resistance and +regen.

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21 hours ago, Parabola said:

It was probably debuffs that were the problem. Resistance sets will get hit far more often and therefore eat more debuffs. I play a lot of rad on tanks and brutes and I wouldn't build one without focused accuracy and enough winter 2 pieces to cap recharge/slow resist. Also consider taking ageless radial even if the endurance and recharge are superfluous. You could also try slotting some heal in radiation therapy, scrappers only have 4 damage procs to put in it so if you can find the slots you can slot it for its actual purpose too!

 

Thank you!

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1 hour ago, Uun said:

People think of Rad Armor as a resist set, but it's really a hybrid resist/regen set. Use Particle Shielding proactively and keep it up all the time. In addition to the +absorb, it provides 100% +regen (unenhanced) for 30 seconds. In addition to the heal, Radiation Therapy provides an additional 100% +regen (unenhanced) for 60 seconds as well as resistance to -regen. Between the two you're approaching Willpower and Regen (w/o Instant Healing) levels. I use Melee Core Hybrid as my panic button, as it adds both resistance and +regen.

I think that's really the issue for me. Even though i'm leveling up this toon through missions and the like, i'm still not getting a grasp of how to best approach survivability. You saying it's a hybrid set is super helpful bc I hadn't really considered that! I'm going to rebuild with that frame of mind

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18 hours ago, Sovera said:

Try and keep Particle shielding up 24/7, don't wait until you need it and just use it on CD.

 

Definitely using this strategy. By the time you realize you need it, the long animations of the powers leave you dead in the water

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15 hours ago, thunder_crane said:

Here's what I'm running. Generally happy with 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!

Mr Scary: Level 50 Magic Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch

  • (A) Superior Scrapper's Strike - Accuracy/Damage
  • (3) Superior Scrapper's Strike - Damage/Recharge
  • (3) Superior Scrapper's Strike - Accuracy/Damage/Recharge
  • (5) Superior Scrapper's Strike - Damage/Endurance/Recharge
  • (5) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Scrapper's Strike - Recharge/Critical Hit Bonus

Level 1: Alpha Barrier

  • (A) Gladiator's Armor - End/Resist
  • (7) Gladiator's Armor - Recharge/Resist
  • (7) Gladiator's Armor - Resistance/Rech/End
  • (9) Gladiator's Armor - Resistance
  • (9) Gladiator's Armor - TP Protection +3% Def (All)

Level 2: Bone Smasher

  • (A) Superior Critical Strikes - Accuracy/Damage
  • (11) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (11) Superior Critical Strikes - RechargeTime/+50% Crit Proc
  • (13) Touch of Death - Chance of Damage(Negative)
  • (13) Gladiator's Strike - Chance for Smashing Damage
  • (15) Mako's Bite - Chance of Damage(Lethal)

Level 4: Gamma Boost

  • (A) Power Transfer - Chance to Heal Self

Level 6: Proton Armor

  • (A) Titanium Coating - Resistance/Endurance
  • (15) Titanium Coating - Resistance/Recharge
  • (17) Titanium Coating - Resistance/Endurance/Recharge
  • (17) Titanium Coating - Resistance

Level 8: Hasten

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO

Level 10: Fallout Shelter

  • (A) HamiO:Ribosome Exposure

Level 12: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 14: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Radiation Therapy

  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (19) Obliteration - Chance for Smashing Damage
  • (21) Scirocco's Dervish - Chance of Damage(Lethal)
  • (21) Eradication - Chance for Energy Damage
  • (23) Touch of the Nictus - Chance for Negative Energy Damage
  • (23) Touch of the Nictus - Healing/Absorb

Level 18: Whirling Hands

  • (A) Armageddon - Damage
  • (25) Armageddon - Accuracy/Recharge
  • (25) Armageddon - Chance for Fire Damage
  • (27) Armageddon - Damage/Endurance
  • (27) Armageddon - Accuracy/Damage/Recharge

Level 20: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 22: Kick

  • (A) Empty

Level 24: Tough

  • (A) Unbreakable Guard - Resistance
  • (43) Unbreakable Guard - Resistance/Endurance
  • (47) Unbreakable Guard - +Max HP
  • (49) Steadfast Protection - Resistance/+Def 3%

Level 26: Total Focus

  • (A) Hecatomb - Damage
  • (29) Hecatomb - Damage/Recharge
  • (29) Hecatomb - Accuracy/Damage/Recharge
  • (31) Hecatomb - Accuracy/Recharge
  • (31) Hecatomb - Damage/Endurance
  • (31) Touch of Death - Chance of Damage(Negative)

Level 28: Particle Shielding

  • (A) Preventive Medicine - Heal
  • (33) Preventive Medicine - Heal/Endurance
  • (33) Preventive Medicine - Endurance/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance
  • (34) Preventive Medicine - Chance for +Absorb

Level 30: Weave

  • (A) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Endurance/Recharge
  • (36) Shield Wall - Defense
  • (36) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Energy Transfer

  • (A) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (37) Superior Blistering Cold - Accuracy/Damage
  • (37) Hecatomb - Chance of Damage(Negative)
  • (37) Mako's Bite - Chance of Damage(Lethal)
  • (39) Touch of Death - Chance of Damage(Negative)
  • (39) Gladiator's Strike - Chance for Smashing Damage

Level 35: Ground Zero

  • (A) Achilles' Heel - Chance for Res Debuff
  • (39) Touch of Lady Grey - Chance for Negative Damage
  • (40) Shield Breaker - Chance for Lethal Damage
  • (40) Obliteration - Chance for Smashing Damage
  • (40) Eradication - Chance for Energy Damage
  • (42) HamiO:Nucleolus Exposure

Level 38: Meltdown

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Kismet - Accuracy +6%
  • (43) Reactive Defenses - Scaling Resist Damage

Level 44: Moonbeam

  • (A) Apocalypse - Damage/Recharge
  • (45) Apocalypse - Accuracy/Damage/Recharge
  • (45) Apocalypse - Accuracy/Recharge
  • (45) Apocalypse - Damage/Endurance
  • (46) Apocalypse - Chance of Damage(Negative)

Level 47: Shadow Meld

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Critical Hit 


Level 1: Brawl

  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (46) Miracle - +Recovery
  • (47) Panacea - +Hit Points/Endurance
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
  • (48) Performance Shifter - EndMod/Accuracy
  • (48) Power Transfer - Chance to Heal Self
Level 1: Energy Focus 

Level 12: Speed Phase 
Level 49: Quick Form 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------
------------
Set Bonus Totals:
  •   Reveal hidden contents
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • +78.75% Enhancement(RechargeTime)
    • 8.75% Enhancement(Max EnduranceDiscount)
    • +45% Enhancement(Accuracy)
    • 7.5% SpeedFlying
    • GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
    • 336.3 HP (25.12%) HitPoints
    • 7.5% JumpHeight
    • 7.5% SpeedJumping
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • 67.5% MezResist(Confused)
    • 67.5% MezResist(Held)
    • 67.5% MezResist(Immobilized)
    • 67.5% MezResist(Sleep)
    • 67.5% MezResist(Stunned)
    • 67.5% MezResist(Terrorized)
    • 200% MezResist(Teleport) (20% chance)
    • 14.5% (0.24 End/sec) Recovery
    • 26% (1.45 HP/sec) Regeneration
    • 35% ResEffect(SpeedFlying)
    • 35% ResEffect(RechargeTime)
    • 35% ResEffect(SpeedRunning)
    • 19.25% Resistance(Smashing)
    • 19.25% Resistance(Lethal)
    • 23% Resistance(Fire)
    • 23% Resistance(Cold)
    • 18.5% Resistance(Energy)
    • 18.5% Resistance(Negative)
    • 11.75% Resistance(Toxic)
    • 11.75% Resistance(Psionic)
    • 7.5% SpeedRunning
    • 36% GlobalChanceMod PlayerCrit

     

 

Also a summary of chains and proc slotting from another thread: 

 

 

I will check it out, thank you!

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13 minutes ago, Gammos said:

 

Definitely using this strategy. By the time you realize you need it, the long animations of the powers leave you dead in the water

 

 

My first character was a Regen scrapper, so you DEFINITELY learn to use stuff like that before you need it.

 



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 Technology Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15)
Level 2: Bone Smasher -- SprCrtStr-Acc/Dmg(A), Hct-Dmg(3), Mk'Bit-Dam%(3), TchofDth-Dam%(9), GldStr-%Dam(11)
Level 4: Proton Armor -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(9)
Level 6: Build Up -- GssSynFr--Build%(A), RechRdx-I(11), RechRdx-I(43)
Level 8: Gamma Boost -- NmnCnv-Regen/Rcvry+(A)
Level 10: Fallout Shelter -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(49)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 16: Radiation Therapy -- FuroftheG-ResDeb%(A), Arm-Dam%(17), Erd-%Dam(17), TchoftheN-%Dam(23), Obl-%Dam(40), ScrDrv-Dam%(45)
Level 18: Whirling Hands -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(19), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Beta Decay -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb(48), SphIns-ToHitDeb(49)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(25), UnbGrd-ResDam/EndRdx/Rchg(39)
Level 26: Total Focus -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(27), Hct-Acc/Rchg(27), Hct-Acc/Dmg/Rchg(34), Hct-Dam%(37), GldStr-%Dam(39)
Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(29), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(37), Rct-Def(40), Rct-ResDam%(46)
Level 32: Energy Transfer -- GldStr-%Dam(A), GldStr-Acc/Dmg(33), GldStr-Dam/Rech(33), GldStr-Dam/End/Rech(33), GldStr-Acc/Dmg/End/Rech(34), SprCrtStr-Rchg/+50% Crit(34)
Level 35: Ground Zero -- Arm-Dmg/EndRdx(A), Arm-Dmg(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37)
Level 38: Meltdown -- RechRdx-I(A), RechRdx-I(39)
Level 41: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dam%(43), Dcm-Build%(43)
Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(47), RedFrt-Def(47)
Level 49: Assault -- EndRdx-I(A)
Level 1: Critical Hit
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus
Level 49: Quick Form
Level 50: Musculature Core Paragon
------------

 

 

This is my current EM/RAD/SOUL build if it helps out anyone with ideas.

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Update: 

 

By just tweaking my playstyle a bit and keeping Particle Shielding up at all times, I was able to clear an Arachnos mission without dying (+2/8). I enjoy near death playstyles (My main on live was a F/F Blaster), so I look forward to tweaking this build and getting better at Rad Armor. I play so many Def based powersets so it's nice to switch it up now and then..

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3 hours ago, Gammos said:

Update: 

 

By just tweaking my playstyle a bit and keeping Particle Shielding up at all times, I was able to clear an Arachnos mission without dying (+2/8). I enjoy near death playstyles (My main on live was a F/F Blaster), so I look forward to tweaking this build and getting better at Rad Armor. I play so many Def based powersets so it's nice to switch it up now and then..

 

 

I personally haven't found a set as risk/reward as Bio Armor. That armor set is absolutely a glass cannon. For a resist set, Rad Armor is somewhere in between Energy Aura and Bio to me.

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2 hours ago, SomeGuy said:

 

 

I personally haven't found a set as risk/reward as Bio Armor. That armor set is absolutely a glass cannon. For a resist set, Rad Armor is somewhere in between Energy Aura and Bio to me.

 

Honestly, I've so far avoided Bio because it seems a little too complicated for me at first glance haha. Combo systems have always been a little challenging for...part of why DB and I never really got along when it was first introduced haha. I know it's not the same and I do want to try it sometime soon though!

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1 hour ago, Gammos said:

 

Honestly, I've so far avoided Bio because it seems a little too complicated for me at first glance haha. Combo systems have always been a little challenging for...part of why DB and I never really got along when it was first introduced haha. I know it's not the same and I do want to try it sometime soon though!

 

Oh, Bio Armor isn't complicated at all. It doesn't have a combo system like primaries do. It does have three different stances/modes and their titles are pretty self explanatory. That's really the only thing that is complicated about it. It becomes just as "complicated" as Rad Armor outside of those three toggles.

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43 minutes ago, SomeGuy said:

 

Oh, Bio Armor isn't complicated at all. It doesn't have a combo system like primaries do. It does have three different stances/modes and their titles are pretty self explanatory. That's really the only thing that is complicated about it. It becomes just as "complicated" as Rad Armor outside of those three toggles.

 

Good to know! Might make one soon 🙂

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Update:

 

So,

 

After taking all that everyone said into consideration, I altered my build on the test server and I must say, i'm so much happier with this new build! I realized I was really giving wayyyy too many slots towards endurance recovery when it wasn't necessary for Rad with the all the baked in endurance recovery tools. Instead,

 I diverted those slots so I was able to add more regen into the mix without sacrificing too much damage. EM is a beast and the toon feels very life and death sometimes, which keeps things exciting. I'm playing +3/8 and I was able to handle Carnies and Arachnos with this build. That being said, anything that attacks my regen is a serious threat, so I have to be careful. However, I haven't even started testing Incarnates yet so i'd say I'm in pretty good shape! 

 

Here's the updated build. Let me know if you see any further little tweaks I can make:

 

Data Chunk:

 

Full Build:

Spoiler

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

Click this DataLink to open the build!

Fullmetal Fallout: Level 50 Mutation Scrapper
Primary Power Set: Energy Melee
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Energy Punch -- Empty(A)
Level 1: Alpha Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5)
Level 2: Bone Smasher -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(7), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(11)
Level 4: Gamma Boost -- PwrTrns-+Heal(A)
Level 6: Proton Armor -- GldArm-3defTpProc(A), ImpArm-ResPsi(13), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Fallout Shelter -- Ags-Psi/Status(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(23)
Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(23), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(27)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Therapy -- ThfofEss-Heal(A), ThfofEss-Acc/Heal(29), Obl-%Dam(29), Heal-I(31), Obl-Dmg(31), ScrDrv-Dam%(31)
Level 18: Whirling Hands -- FuroftheG-ResDeb%(A), SprAvl-Rchg/KDProc(33), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Dmg/EndRdx(34)
Level 20: Beta Decay -- TchofLadG-DefDeb/EndRdx(A), TchofLadG-DefDeb(34)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(36), Ksm-ToHit+(50)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 26: Total Focus -- TchofDth-Dam%(A), Hct-Dam%(37), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg(39), Hct-Dmg/EndRdx(40)
Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(40), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42)
Level 30: Super Jump -- WntGif-ResSlow(A)
Level 32: Energy Transfer -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(43), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(45), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Ground Zero -- Arm-Dam%(A), AchHee-ResDeb%(45)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(48)
Level 44: Moonbeam -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50)
Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 49: Tactics -- DS:DSyncEndToHitDef(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7)
Level 1: Stamina -- PwrTrns-+Heal(A)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 30: Double Jump 
Level 4: Ninja Run 
------------

 

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11 hours ago, Gammos said:

 I diverted those slots so I was able to add more regen

 

 

Just remember this:

 

Total HP > HP/s

 

Most heals are % based of your HP, and if you increase your HP you also increase your HP/s.

 

And, if you have 200 HP and get hit for 150 you are still alive and can do something. If you have 140 HP and get hit for 150 you're dead. Can't regen 0. That % is still zero. 😄

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23 hours ago, SomeGuy said:

 

 

Just remember this:

 

Total HP > HP/s

 

Most heals are % based of your HP, and if you increase your HP you also increase your HP/s.

 

And, if you have 200 HP and get hit for 150 you are still alive and can do something. If you have 140 HP and get hit for 150 you're dead. Can't regen 0. That % is still zero. 😄

 

Lol very true! I mistook my HP being blue for being at the regen cap instead of just being at full health haha. Here's where I stand on that:

image.png.55d74c2e62f5d398deb6f8bc369eb73e.png

 

Is there anything you would change in the build to add more HP? In a way that doesn't sacrifice anything too much I suppose

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Adding your 4 accolades should immensely help with hp and end. At your base of 1600 or so health grabbing your +hp accolades will get you something like 300 extra hp. It's very worth it. 

Other than that it looks good. My only recommendation would be to reconsider swapping something out (maybe Tactics) in favor of meltdown. Meltdown is a massive boon to resists and damage and once you have an ageless (radial for the +debuff resist for example) it's basically up half the time all the time. Really helps with harder content and absorbing alpha strikes.

 

Additionally look into proccing out some of your main hitters down the line. 

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36 minutes ago, thunder_crane said:

Adding your 4 accolades should immensely help with hp and end. At your base of 1600 or so health grabbing your +hp accolades will get you something like 300 extra hp. It's very worth it. 

Other than that it looks good. My only recommendation would be to reconsider swapping something out (maybe Tactics) in favor of meltdown. Meltdown is a massive boon to resists and damage and once you have an ageless (radial for the +debuff resist for example) it's basically up half the time all the time. Really helps with harder content and absorbing alpha strikes.

 

Definitely going to go after the Accolades, thanks for the reminder!

 

So, I wrestled between Keeping Meltdown vs going for Tactics. The main reason I went for Tactics is because I didn't have enhanced perception built in the build. Therefore, things like Arachnos were blinding me and I would have to pop a yellow (if I had one) to see them. Meltdown is a great power though...Especially for harder content. I have to factor in Incarnates also because there might be some benefits I haven't considered also

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1 hour ago, Gammos said:

 

Lol very true! I mistook my HP being blue for being at the regen cap instead of just being at full health haha. Here's where I stand on that:

image.png.55d74c2e62f5d398deb6f8bc369eb73e.png

 

Is there anything you would change in the build to add more HP? In a way that doesn't sacrifice anything too much I suppose

 

What @thunder_crane said. The accolades add a lot to your total HP. Something to keep in mind is that Beta Decay adds a defense debuff. This DIRECTLY increases your chance to hit a target. 1:1 ratio. Also, Meltdown may be the best T9 ability in the game. It gives a good damage buff and greatly increases your resistances while it is active. And it doesn't have a nasty crash. It has a low(ish) recharge and decent duration. The "crash" for Meltdown is it just stops your End/S recovery. You can still eat blues or pop Ageless if need be.

 

I personally haven't had much success with proccing out EM's big attacks like I have with other sets.

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9 minutes ago, SomeGuy said:

 

What @thunder_crane said. The accolades add a lot to your total HP. Something to keep in mind is that Beta Decay adds a defense debuff. This DIRECTLY increases your chance to hit a target. 1:1 ratio. Also, Meltdown may be the best T9 ability in the game. It gives a good damage buff and greatly increases your resistances while it is active. And it doesn't have a nasty crash. It has a low(ish) recharge and decent duration. The "crash" for Meltdown is it just stops your End/S recovery. You can still eat blues or pop Ageless if need be.

 

I personally haven't had much success with proccing out EM's big attacks like I have with other sets.

 

Would you say that at the very least we shouldn't be running 6 set CS proc due to the enhanced recharge it gives? + recharge = -proc, right? 

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1 hour ago, SomeGuy said:

Something to keep in mind is that Beta Decay adds a defense debuff. This DIRECTLY increases your chance to hit a target. 1:1 ratio.

 

Yes I noticed. I slotted the Lady Grey IOs to help increase the debuff potential. It sits at -17.42% (In Mids) and when I tried to increase it further, I only saw it go up to -17.97% which wasn't worth any extra slots. At one point I had -to-hit slotting in there also, but I took those out to add to Radiation Therapy

 

Spoiler

Also, Meltdown may be the best T9 ability in the game. It gives a good damage buff and greatly increases your resistances while it is active. And it doesn't have a nasty crash. It has a low(ish) recharge and decent duration. The "crash" for Meltdown is it just stops your End/S recovery. You can still eat blues or pop Ageless if need be.

 

It's definitely up there with Icy Bastion (Stalker Ice Armor) IMO. The only reason I have SJ there is for the slow resistance IO. I don't really use travel powers anymore, mostly rely on NJ+Sprint+Swift. Maybe I can swap out SJ and switch Maneuvers to lvl 30 so I can pick up Meltdown at 38. If I use Ageless Radial, it will help my debuff resistance across the board, including slows right?

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11 hours ago, thunder_crane said:

 

Would you say that at the very least we shouldn't be running 6 set CS proc due to the enhanced recharge it gives? + recharge = -proc, right? 

 

Nah, that's a good bonus. I personally try to not need it due to having to go that deep with the set and be more crafty at the Mid's puzzle, but I'm personally not against it. Hell, I know I make use the the CS SET pretty often in SD scrappers due to how much AOE DEF the 4pc set set bonus can give. I've personally done 6pc CS more than a few times with sets that AREN'T SD for that recharge. I know a lot of very successful builds do. That and the set does give some really good bonuses, none of them are throw away bonuses to get to what you want. All about what you value and need in your build is what I say. Now that I think about it, I do use the 3pc bonus of CS quite a bit in proc builds due to the global ACC it gives. (I employ the ACC/DMG, DMG/RCHG/ and ACC/DMG/RCHG ones a lot for this).

 

@Gammos That slow resistance proc is a smart choice imo, I value sow/recharge resistance and it's pretty easy to build for (this is a big reason why I do that sometimes...you can actually build for it). @Pzn got me on that train of thought and I'm sad at myself for ignoring those bonuses as long as I did. If they added HP/s protection to those bonuses it would solve a LOT of regeneration's issue.

 

I do know parking your toon in Cim not only gives +3 resistance to all (this is super nice) but also gives 20 slow resistance. With the Time Lord accolade? Add 10% recharge to all that. The Ageless debuff protection destiny is REALLY good at that too, cause even at it's weakest it gives something like 20% or so protection to recharge speed? I don't know for sure.

 

Your logic regarding SJ and the inherent travels is right there with mine. I WISH I had room in my build for SJ, but I personally don't see what I could drop in my EM/RAD build to take it. Oh, and for anyone that was curious and looked at the EM/RAD I posted above, there wasn't an option in Mid's to slot basic -TOHIT IOs there, why I used those set ones. In game? They are just basic IOs that are +5ed.

 

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On 9/13/2022 at 2:23 PM, SomeGuy said:

I personally haven't found a set as risk/reward as Bio Armor. That armor set is absolutely a glass cannon. For a resist set, Rad Armor is somewhere in between Energy Aura and Bio to me.

 

It shouldn't be glass cannon. It is a hybrid set.  You build for F/C/E/N Defense and S/L Resistance and back that with powers which augment your regeneration, recovery, and absorption. You do not get DDR, so need to be careful when engaging things which debuff Defense, particularly if those things deal in F/C/E/N damage, but on the upside you pretty well laugh at Endurance drain and Recharge and Movement debuffs.

 

I suspect people having problem surviving with Bio come down to one of three things:

  • They do not appreciate the hybrid nature of the set
  • They do not know when to use their non-toggle powers
  • The want to be in Offensive stance (which imposes a resistance penalty) all the time, particularly if either of the above points is in play.
Quote

 

Honestly, I've so far avoided Bio because it seems a little too complicated for me at first glance haha.

 

 

You have three stances you can be in--Defensive, Efficient, and Offensive. This gives you flexibility to adjust to deal with the situation you are facing. Or....you can build around one stance and never switch, which is what I do on my SS/Bio brute, who lives in Efficient stance, never runs out of endurance, and so is only limited by his ability to survive what is hitting him (not exactly a problem).

 

Beyond that, you have three non-toggle powers: an absorption shield combined with a regen buff, a heal combined with endurance regain and recovery boost, and an Absorb/Regen/Recovery booster which debuffs enemy damage. Given scrappers do not reach the same resistance cap as Brutes/Tankers, your strategy for using these powers may be a bit different than what I do on my brute. I can see the merits to popping your absorption shield before running into groups so you can whittle down the group to manageable numbers before the shield fails and you are relying on your combination of resistance/defense whereas on my brute I tend to only pop the power once something has started to work his health down. I will say you should probably adopt the following situational check: Am I surrounded by six or more enemies? Activate Parasitic Aura. I find that prevents sudden onset dirt naps.

 

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