Jump to content

Recommended Posts

Posted (edited)

To see the final build and assessment...

 

Original Post

 

I recently reached level 50 with a Shield/Axe tank and really enjoy the Battle Axe power set. For my next project, I wanted something a bit more aggressive, so I transitioned to the scrapper class and swapped out the shield for Fiery Aura. After hours of searching the forums, I put together the attached build, and it... is... okay... ish. To be honest, I think there's a lot left to be desired, and I'm not well-versed in how procs work and when to sacrifice set bonuses to include them.

 

GOAL: My top priority for the build is Damage > Speed (the ability to move to and through content quickly) > Survivability. All three are important to me, but I don't mind sacrificing some survivability if it pays off in damage. I am very fond of teleport and combat teleport. I know I sacrifice quite a bit by including them, but I would prefer not to ditch them unless the payoff in damage and/or survivability is significant.

 

My sincere thanks to any of you smart people who can help me figure this mess out.

Scrapper (Axe - Fire).mbd

image.png

Edited by MythsnWraiths
Posted

I don’t like burn on a scrap. They run. Unless it’s changed lately. Having ageless toggled on messes with the overall recharge value. It varies from the 2 minute duration.  So doubt hasten is close to perma. Seems good though. Axe cyclone might offset them running from burn?  I’m unsure though. Not in front of computer now though. 

Posted

generally speaking you are chasing set bonuses too hard to be considered anywhere near 'damage first'

  • agility core paragon makes no sense for fire armor on a scrapper -- it is a resist set, not defense... and you certainly dont want recharge gimping your proc chance globally
  • scrapper strikes set should be in blazing aura
  • swoop should have critical strikes proc and otherwise raw damage/accuracy & damage procs.  absolutely no recharge other than critical strikes proc.
  • i cannot endorse zapp with 0 slotting
  • strange to not finish numina's 6 set bonus in healing flames but slot up health extra... i generally like prev medicine if i am going 6 piece healing set anyways but up to you there.
  • missing kismet to-hit bonus (defense IO)
  • you need knockback protection somewhere (fire armor has NONE inherently) -- zephyr universal travel IO is a good option.  look to have, mimimum, +8 knockback protection... you should rarely bounce around at +8... +10 is more 'sturdy' if you want to (mostly) never fall on the floor.
Posted
On 12/13/2023 at 2:00 PM, Thraxen said:

I don’t like burn on a scrap. They run.  

 

I was on the fence about this choice. Leveling my tank, I was able to juggle mobs with KU (KD?) so much that I was leaning on the hope it would solve this problem. It is definitely something I will be watching closely once the toon is high enough for it to be a consideration and then dump it if it doesn't perform. 

Posted
10 hours ago, Sancerre said:

generally speaking you are chasing set bonuses too hard to be considered anywhere near 'damage first'

 

You could not be more right! Your response was super helpful. I think I was able to include pretty much all of your recommendations. Dumped a massive amount of Def and upped my recharge bonuses significantly (updated snapshot below). I am -20 seconds away from perma-haste though depending on the Force Feedback Proc. 

 

10 hours ago, Sancerre said:

and you certainly dont want recharge gimping your proc chance globally

Can you elaborate on this point? Barney style... please.

 

 

image.png

Posted (edited)

Another couple hours of reading through the forums and I have accomplished the following.
  - Answered my own question about agility core, learned about the importance of slotting for protection against recharge debuff, and found some incredibly helpful knowledge on general scrapper building on this thread 

 

Found an incredibly helpful example of good damage slotting for Battle Axe on this thread 

 

 

Uninstalled and reinstalled mids so I can do a proper export, and incorperated the above knowledge into a MAJOR overhall.

 

Inferna - Hero Scrapper
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Battle Axe
  • Secondary powerset: Fiery Aura
  • Pool powerset (#1): Experimentation
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Concealment
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Chop

  • 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: Accuracy/Damage/Endurance/Recharge
  • 5: Superior Scrapper's Strike: Recharge/Critical Hit Bonus

Level 1: Fire Shield

  • A: Aegis: Psionic/Status Resistance
  • 7: Aegis: Resistance/Endurance
  • 7: Aegis: Resistance
  • 9: Aegis: Resistance/Endurance/Recharge

Level 2: Blazing Aura

  • A: Superior Avalanche: Recharge/Chance for Knockdown
  • 9: Superior Avalanche: Damage/Endurance
  • 11: Fury of the Gladiator: Chance for Res Debuff
  • 11: Obliteration: Chance for Smashing Damage
  • 13: Eradication: Chance for Energy Damage
  • 13: Superior Scrapper's Strike: Damage/Endurance/Recharge

Level 4: Speed of Sound

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 15: Winter's Gift: Slow Resistance (20%)

Level 6: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Kismet: Accuracy +6%
  • 17: Reactive Defenses: Scaling Resist Damage

Level 8: Build Up

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

Level 10: Healing Flames

  • A: Preventive Medicine: Heal
  • 19: Preventive Medicine: Heal/RechargeTime/Endurance
  • 19: Preventive Medicine: Heal/Endurance
  • 21: Preventive Medicine: Endurance/RechargeTime
  • 21: Preventive Medicine: Heal/RechargeTime
  • 23: Preventive Medicine: Chance for +Absorb

Level 12: Pendulum

  • A: Scirocco's Dervish: Chance of Damage(Lethal)
  • 23: Obliteration: Chance for Smashing Damage
  • 25: Superior Critical Strikes: Accuracy/Damage/RechargeTime
  • 25: Superior Critical Strikes: Damage/Endurance/RechargeTime
  • 27: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 27: Force Feedback: Chance for +Recharge

Level 14: Temperature Protection

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 29: Steadfast Protection: Resistance/+Def 3%

Level 16: Plasma Shield

  • A: Aegis: Resistance/Endurance
  • 29: Aegis: Resistance/Recharge
  • 31: Aegis: Endurance/Recharge
  • 31: Aegis: Resistance/Endurance/Recharge

Level 18: Swoop

  • A: Superior Critical Strikes: RechargeTime/+50% Crit Proc
  • 31: Touch of Death: Chance of Damage(Negative)
  • 33: Mako's Bite: Chance of Damage(Lethal)
  • 33: Hecatomb: Chance of Damage(Negative)
  • 33: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 34: Superior Blistering Cold: Accuracy/Damage

Level 20: Boxing

  • (Empty)

Level 22: Axe Cyclone

  • A: Superior Avalanche: Accuracy/Damage
  • 34: Superior Avalanche: Accuracy/Damage/Endurance
  • 34: Force Feedback: Chance for +Recharge
  • 36: Eradication: Chance for Energy Damage
  • 36: Obliteration: Chance for Smashing Damage
  • 36: Obliteration: Accuracy/Damage/Recharge

Level 24: Consume

  • A: Superior Avalanche: Accuracy/Damage/Recharge
  • 37: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 37: Synapse's Shock: EndMod/Increased Run Speed
  • 37: Synapse's Shock: Damage/Recharge/Accuracy
  • 39: Synapse's Shock: EndMod/Recharge

Level 26: Cleave

  • A: Scirocco's Dervish: Chance of Damage(Lethal)
  • 39: Obliteration: Chance for Smashing Damage
  • 39: Obliteration: Accuracy/Damage/Recharge
  • 40: Eradication: Chance for Energy Damage
  • 40: Explosive Strike: Chance for Smashing Damage
  • 40: Force Feedback: Chance for +Recharge

Level 28: Tough

  • A: Aegis: Resistance/Endurance
  • 42: Aegis: Resistance/Recharge
  • 42: Aegis: Endurance/Recharge
  • 42: Aegis: Resistance/Endurance/Recharge

Level 30: Burn

  • A: Armageddon: Damage/Endurance
  • 43: Armageddon: Chance for Fire Damage
  • 43: Armageddon: Damage/Recharge
  • 43: Armageddon: Damage/Recharge/Accuracy
  • 45: Armageddon: Recharge/Accuracy
  • 50: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 32: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Luck of the Gambler: Defense/Endurance

Level 35: Fiery Embrace

  • A: Invention: Recharge Reduction

Level 38: Stealth

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 41: Infiltration

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 44: Moonbeam

  • A: Apocalypse: Damage/Endurance
  • 45: Apocalypse: Damage
  • 46: Apocalypse: Damage/Recharge
  • 46: Apocalypse: Damage/Recharge/Accuracy
  • 46: Decimation: Chance of Build Up
  • 48: Apocalypse: Chance of Damage(Negative)

Level 47: Shadow Meld

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

Level 49: Super Jump

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)


──────────────────────────────

Inherents:

Level 1: Critical Hit


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Run Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 2: Stamina

  • A: Performance Shifter: Chance for +End

Level 4: Jaunt


Level 49: Quick Form


Level 49: Double Jump

──────────────────────────────
Incarnates:

Reactive Core Flawless InterfaceMusculature Core ParagonAssault Core EmbodimentAgeless Core Epiphany

Scrapper (Axe - Fire).mbd

Edited by MythsnWraiths
Included File and minor clarification
Posted

At a quick first glance I believe a KD proc in burn might actually produce knockback instead of knockdown due to how fast the dot ticks and how that builds up KB magnitude. 
 

if going all out on offense I’d look to focus on recharge, slow resist, procs. Survival is still important and you’ll have to rely on healing flames, shadow meld, and the lastly soft controls in you toolkit that is not 100% reliable. Procs in powers that recharge in 8 seconds or less is a luxury that you splurge on only after your other build goals are met, and those powers would be the first to consider slotting for set bonuses vs procs.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

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

 

Following the build goals of recharge, slow resist and procs this is what I came up with. Perma-hasten with a FF proc trigger, global recharge upped to 100+%, healing flames recharge in 11 seconds compared to 16, shadow meld in 24 seconds compared to 36. Both of these are cornerstones of your survival. The build doesn't have any answers to blind, so you are going to have to rely on yellows or base buff craft/teammates with tactics to overcome that effect. And if you care about blind a lot then swap out the stealth pool for leadership - Maneuvers and tactics and lose out on 7.5 global recharge which in the grand scheme of things is not a huge loss.

 

If I were to fine tune I'd start with rearranging power pick progression. if exemping is important then I would fit super speed in earlier, before level 30, and pick up Shadow meld asap at level 38. Since you don't have a lot of defenses getting the first drop on your opponents is preferable and having a travel power is a QoL improvement that some folks can't live without.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
11 hours ago, MythsnWraiths said:

Another couple hours of reading through the forums and I have accomplished the following.
  - Answered my own question about agility core, learned about the importance of slotting for protection against recharge debuff, and found some incredibly helpful knowledge on general scrapper building on this thread 

 

Found an incredibly helpful example of good damage slotting for Battle Axe on this thread 

 

 

Uninstalled and reinstalled mids so I can do a proper export, and incorperated the above knowledge into a MAJOR overhall.

 

Inferna - Hero Scrapper
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Battle Axe
  • Secondary powerset: Fiery Aura
  • Pool powerset (#1): Experimentation
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Concealment
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Chop

  • 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: Accuracy/Damage/Endurance/Recharge
  • 5: Superior Scrapper's Strike: Recharge/Critical Hit Bonus

Level 1: Fire Shield

  • A: Aegis: Psionic/Status Resistance
  • 7: Aegis: Resistance/Endurance
  • 7: Aegis: Resistance
  • 9: Aegis: Resistance/Endurance/Recharge

Level 2: Blazing Aura

  • A: Superior Avalanche: Recharge/Chance for Knockdown
  • 9: Superior Avalanche: Damage/Endurance
  • 11: Fury of the Gladiator: Chance for Res Debuff
  • 11: Obliteration: Chance for Smashing Damage
  • 13: Eradication: Chance for Energy Damage
  • 13: Superior Scrapper's Strike: Damage/Endurance/Recharge

Level 4: Speed of Sound

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 15: Winter's Gift: Slow Resistance (20%)

Level 6: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Kismet: Accuracy +6%
  • 17: Reactive Defenses: Scaling Resist Damage

Level 8: Build Up

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

Level 10: Healing Flames

  • A: Preventive Medicine: Heal
  • 19: Preventive Medicine: Heal/RechargeTime/Endurance
  • 19: Preventive Medicine: Heal/Endurance
  • 21: Preventive Medicine: Endurance/RechargeTime
  • 21: Preventive Medicine: Heal/RechargeTime
  • 23: Preventive Medicine: Chance for +Absorb

Level 12: Pendulum

  • A: Scirocco's Dervish: Chance of Damage(Lethal)
  • 23: Obliteration: Chance for Smashing Damage
  • 25: Superior Critical Strikes: Accuracy/Damage/RechargeTime
  • 25: Superior Critical Strikes: Damage/Endurance/RechargeTime
  • 27: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 27: Force Feedback: Chance for +Recharge

Level 14: Temperature Protection

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 29: Steadfast Protection: Resistance/+Def 3%

Level 16: Plasma Shield

  • A: Aegis: Resistance/Endurance
  • 29: Aegis: Resistance/Recharge
  • 31: Aegis: Endurance/Recharge
  • 31: Aegis: Resistance/Endurance/Recharge

Level 18: Swoop

  • A: Superior Critical Strikes: RechargeTime/+50% Crit Proc
  • 31: Touch of Death: Chance of Damage(Negative)
  • 33: Mako's Bite: Chance of Damage(Lethal)
  • 33: Hecatomb: Chance of Damage(Negative)
  • 33: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 34: Superior Blistering Cold: Accuracy/Damage

Level 20: Boxing

  • (Empty)

Level 22: Axe Cyclone

  • A: Superior Avalanche: Accuracy/Damage
  • 34: Superior Avalanche: Accuracy/Damage/Endurance
  • 34: Force Feedback: Chance for +Recharge
  • 36: Eradication: Chance for Energy Damage
  • 36: Obliteration: Chance for Smashing Damage
  • 36: Obliteration: Accuracy/Damage/Recharge

Level 24: Consume

  • A: Superior Avalanche: Accuracy/Damage/Recharge
  • 37: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 37: Synapse's Shock: EndMod/Increased Run Speed
  • 37: Synapse's Shock: Damage/Recharge/Accuracy
  • 39: Synapse's Shock: EndMod/Recharge

Level 26: Cleave

  • A: Scirocco's Dervish: Chance of Damage(Lethal)
  • 39: Obliteration: Chance for Smashing Damage
  • 39: Obliteration: Accuracy/Damage/Recharge
  • 40: Eradication: Chance for Energy Damage
  • 40: Explosive Strike: Chance for Smashing Damage
  • 40: Force Feedback: Chance for +Recharge

Level 28: Tough

  • A: Aegis: Resistance/Endurance
  • 42: Aegis: Resistance/Recharge
  • 42: Aegis: Endurance/Recharge
  • 42: Aegis: Resistance/Endurance/Recharge

Level 30: Burn

  • A: Armageddon: Damage/Endurance
  • 43: Armageddon: Chance for Fire Damage
  • 43: Armageddon: Damage/Recharge
  • 43: Armageddon: Damage/Recharge/Accuracy
  • 45: Armageddon: Recharge/Accuracy
  • 50: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 32: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Luck of the Gambler: Defense/Endurance

Level 35: Fiery Embrace

  • A: Invention: Recharge Reduction

Level 38: Stealth

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 41: Infiltration

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 44: Moonbeam

  • A: Apocalypse: Damage/Endurance
  • 45: Apocalypse: Damage
  • 46: Apocalypse: Damage/Recharge
  • 46: Apocalypse: Damage/Recharge/Accuracy
  • 46: Decimation: Chance of Build Up
  • 48: Apocalypse: Chance of Damage(Negative)

Level 47: Shadow Meld

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

Level 49: Super Jump

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)


──────────────────────────────

Inherents:

Level 1: Critical Hit


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Run Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Miracle: +Recovery
  • 15: Numina's Convalesence: +Regeneration/+Recovery

Level 2: Stamina

  • A: Performance Shifter: Chance for +End

Level 4: Jaunt


Level 49: Quick Form


Level 49: Double Jump

──────────────────────────────
Incarnates:

Reactive Core Flawless InterfaceMusculature Core ParagonAssault Core EmbodimentAgeless Core Epiphany

Scrapper (Axe - Fire).mbd 45.32 kB · 1 download

 

much better starting point

 

***i do not have a axe/fire scrapper but i have played with axe and fire armor apart from each other and on different ATs... just trying to be helpful here

main things i would recommend from here:

  • blazing aura should just very simply be damage/endurance and set bonus muling.  procs are just not very productive here
    • would recommend 5-6 scrapper strikes
  • Chop is not gonna have a great proc rate regardless what you do just because of the low cooldown inherently so it is fine to use it as a set mule (as you have) for attack chain filler.
    • typically people like putting in achilles heel resistance debuff proc in Chop -- up to you if you find value in that... the debuff lasts about 6 seconds (i think) so it doesnt need to proc every time to be effective
  • wasnt a huge fan of pendulum (away from Tanker increased size version) especially without fold space but it is decent AoE all the same... just dont expect to hit more than 3 targets very often.  i might recommend skipping it since you are running fire armor and have burn already though.  not the best for exemplar but if you are not concerned with exemping then definitely something to consider.
    • pendulum slotting probably has too much recharge in it for the procs to carry much value (would always keep force feedback anyways)
  • generally see you slotting resist powers with aegis -- looks like for the smash/lethal resist.  not opposed here but you skipped out on 5% S/L from 6 piece scrapper strikes.  im generally a fan of 4 piece unbreakable guard for the big melee defense.  melee defense is quite valuable individually (separately from ranged and AoE) because that is typically where defense debuffs come in and also melee hurts the most.  your slotting is not necessarily wrong -- just presenting a different option.
    • would strongly recommend at least 1 resist power doing 4 piece unbreakable guard for the +HP Max IO
  • consume could definitely be slotted differently... you are overcapped on recharge debuff protection anyways -- you are 115%, got room to move stuff around there
  • cleave accepts fury of the gladiator resistance debuff proc -- would recommend it there (and definitely not in blazing aura)
  • I would use the 6th slot in burn for more damage... the knockdown proc (as someone else mentioned) can cascade knockback debuffs and actually fling them out of burn.  this may have been 'fixed' though... not sure.
  • you definitely want the Panacea IO proc (from Healing) in your build somewhere (most likely another slot in Health)
    • if you are absolutely hurting on slots, panacea is 100% better than miracle.
  • Assault radial incarnate (double hits) is WAY better than assault Core on scrapper
  • Reactive Radial Incarnate is better than Core -- the mechanics of the DoT are very odd... you can look around forums if you want to be informed about it but radial is always better for Damage interface.
  • Your blue bar is probably fine between ageless and consume but consider changing Musculature Core to Musculature Radial if you are having problems with End
    • can make that assessment as you are running the tier 3 alpha before you make the upgrade to tier 4.
    • it wont change your damage output too much....
  • generally speaking for shadow meld -- just think of it as an alpha soaker / panic button.  dont rely on it for active defense otherwise.
    • after the alpha strike has been soaked... the critters should hopefully be having fun in your bounce house (axe cyclone) and otherwise being trimmed down quickly with scrapper damage
Posted
8 hours ago, Nemu said:

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

 

Following the build goals of recharge, slow resist and procs this is what I came up with. Perma-hasten with a FF proc trigger, global recharge upped to 100+%, healing flames recharge in 11 seconds compared to 16, shadow meld in 24 seconds compared to 36. Both of these are cornerstones of your survival. The build doesn't have any answers to blind, so you are going to have to rely on yellows or base buff craft/teammates with tactics to overcome that effect. And if you care about blind a lot then swap out the stealth pool for leadership - Maneuvers and tactics and lose out on 7.5 global recharge which in the grand scheme of things is not a huge loss.

 

If I were to fine tune I'd start with rearranging power pick progression. if exemping is important then I would fit super speed in earlier, before level 30, and pick up Shadow meld asap at level 38. Since you don't have a lot of defenses getting the first drop on your opponents is preferable and having a travel power is a QoL improvement that some folks can't live without.

 

@Nemu I really appreciate you helping me with this! When import your data chunk though it comes up as my original build. It could very well be user error on my part. 

Posted
3 hours ago, Sancerre said:

 

much better starting point

 

***i do not have a axe/fire scrapper but i have played with axe and fire armor apart from each other and on different ATs... just trying to be helpful here

main things i would recommend from here:

  • blazing aura should just very simply be damage/endurance and set bonus muling.  procs are just not very productive here
    • would recommend 5-6 scrapper strikes
  • Chop is not gonna have a great proc rate regardless what you do just because of the low cooldown inherently so it is fine to use it as a set mule (as you have) for attack chain filler.
    • typically people like putting in achilles heel resistance debuff proc in Chop -- up to you if you find value in that... the debuff lasts about 6 seconds (i think) so it doesnt need to proc every time to be effective
  • wasnt a huge fan of pendulum (away from Tanker increased size version) especially without fold space but it is decent AoE all the same... just dont expect to hit more than 3 targets very often.  i might recommend skipping it since you are running fire armor and have burn already though.  not the best for exemplar but if you are not concerned with exemping then definitely something to consider.
    • pendulum slotting probably has too much recharge in it for the procs to carry much value (would always keep force feedback anyways)
  • generally see you slotting resist powers with aegis -- looks like for the smash/lethal resist.  not opposed here but you skipped out on 5% S/L from 6 piece scrapper strikes.  im generally a fan of 4 piece unbreakable guard for the big melee defense.  melee defense is quite valuable individually (separately from ranged and AoE) because that is typically where defense debuffs come in and also melee hurts the most.  your slotting is not necessarily wrong -- just presenting a different option.
    • would strongly recommend at least 1 resist power doing 4 piece unbreakable guard for the +HP Max IO
  • consume could definitely be slotted differently... you are overcapped on recharge debuff protection anyways -- you are 115%, got room to move stuff around there
  • cleave accepts fury of the gladiator resistance debuff proc -- would recommend it there (and definitely not in blazing aura)
  • I would use the 6th slot in burn for more damage... the knockdown proc (as someone else mentioned) can cascade knockback debuffs and actually fling them out of burn.  this may have been 'fixed' though... not sure.
  • you definitely want the Panacea IO proc (from Healing) in your build somewhere (most likely another slot in Health)
    • if you are absolutely hurting on slots, panacea is 100% better than miracle.
  • Assault radial incarnate (double hits) is WAY better than assault Core on scrapper
  • Reactive Radial Incarnate is better than Core -- the mechanics of the DoT are very odd... you can look around forums if you want to be informed about it but radial is always better for Damage interface.
  • Your blue bar is probably fine between ageless and consume but consider changing Musculature Core to Musculature Radial if you are having problems with End
    • can make that assessment as you are running the tier 3 alpha before you make the upgrade to tier 4.
    • it wont change your damage output too much....
  • generally speaking for shadow meld -- just think of it as an alpha soaker / panic button.  dont rely on it for active defense otherwise.
    • after the alpha strike has been soaked... the critters should hopefully be having fun in your bounce house (axe cyclone) and otherwise being trimmed down quickly with scrapper damage

 

This is immensely helpful and I have started updating the build with your feedback. I do have a couple questions but I will hang on to them until after I figure out what the issue is with Nemu's data chunk/my ability to properly import since I suspect Nemu's example build may answer my questions. 

Posted (edited)
47 minutes ago, MythsnWraiths said:

 

@Nemu I really appreciate you helping me with this! When import your data chunk though it comes up as my original build. It could very well be user error on my part. 

Inferna revision (Battle Axe - Fiery Aura).mbd

 

Not sure what happened. Try the attached build instead.

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

That works! And it answered all of my question... and then some. I was stuck on the fact that I could only put valuable set bonuses into two of Axe, Cleave, and Burn while still preserving the Rech Debuff protection. I was about to hit analysis paralysis on deciding which one to Proc and which two to slot for bonus. You saved me! 

 

Based on Sancerre's comments I picked the same slotting for that you are using for Consume, but I wasn't confident in that choice until I saw this. Also, I like what you did with Shadow Meld. Consider that stolen. Sancerre's advice to slot Scrapper's Strike set into Blazing Aura led to the natural inclusion Hecatomb in Chop, yet another decision that your build validates.

 

Could you elaborate on your choice to increase Max HP via the 3 piece Shield Wall and Reactive Defense? Is that a personal preference or is it a significant boost in survivability over using some of those slots to complete Scrapper's Strike (6% S/L Res) and three x 4 piece Unbreakable Guard (total 9.39% melee def)?

 

Lastly, I hate to give up on having a teleport power in the build but your pool power selection does a good job of highlighting just how much I sacrifice by trying to include it on this character. I think the smart thing to do is level up using your pool selection and spend some time testing it to see what, if anything, I can sacrifice without compromising performance. 

Posted

The pool selection helps you hit 45% defense to all when shadow meld is active. I was looking for a way to fit 5 lotg 7.5 in the build, and stealth is the easiest pool to rack up those single slot wonder powers. Since Stealth is more end heavy than your standard toggle, tossing a few more slots in there for the reactive defense unique and end/def made the most sense.

 

As for my overall take on shield wall and reactive defense, I see a lot of people slot the single uniques in defense powers like combat jumping while they have good defense toggles like Weave 3-4 slotted with Defense IOs. And If you are going to dedicate a slot for the unique why not slot them in a way that you get some set bonuses from that set? My standard for weave is 1 lotg7.5 and 3 piece shield wall including the unique. It's still 4 slots, but now you get the 3 piece set bonus from shield wall. Also, since Weave is +def all, it's the perfect power to +5 boost the PVP IOs since they retain set bonuses no matter what level you exemp.

 

As you said, you care more about damage, thus I didn't chase melee defense or S/L resist. For this build the burst defense you get with shadow meld is going to trump any incidental and small survival bonuses you get from slotting sets. Your focus is recharge, recharge, recharge, so you can use shadow meld, healing flames and recycle your attacks as much as possible. Diverting slots away from that goal just to get 6% S/L resist or 6% melee defense will dilute the build goal and weaken the build.

 

That's all there is to that, maximizing slot efficiency and jam a little more set bonuses into those slots.

  • Thumbs Up 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

I can't thank you all enough. I am feeling very confident in the build now with all the adjustments from your recommendations and examples. I can't wait to get this next toon started. Thanks again!

  • 1 month later
Posted

Build Performance Overview
The build effectively delivers an exhilarating and sometimes challenging experience that I found quite rewarding. It can perform exceptionally well at late and end game content with an attentive and mildly skilled player. It is an offensive powerhouse, whose ability to manage mob positioning (Axe Cyclone) and dynamic (exceptional single target and AoE) damage makes it especially helpful to teams. Since it is dependent on defensive cooldowns for heals, defense, and endurance consumption, teaming with players who can alleviate these requirements allowed me to focus on what this build does best: face melting mobs.

 

Leveling

I leveled from 1 to 25 solo. This was a true test of patience. For the first 20 levels, you are painfully dependent on temp powers and inspirations to fill in your attack chain and cover your survivability gaps. At around level 25, the build started to take form with a reliable though somewhat choppy (no pun intended) attack chain. Endurance consumption was the greatest weakness for this build while leveling, so landing on a PuG with a /Kinetic was a complete game changer for me. Overall, the leveling process was difficult enough, mainly due to endurance issues, that I intend to avoid Exemplaring and even switched to villain side to get the Task Force Commander badge rather than going back to run all the Hero TF's like I normally do.

 

Pre-Incarnate

During this period, I finished collecting my IO's, earned my accolade badges, and, of course, farmed Incarnate materials. Endurance consumption remained mildly problematic through this period (sensing a theme yet?) since Consume, even when the build is fully IO slotted, is of limited value due to its long recharge time. Despite that limitation, it was during this period that the build's offensive potential began to trivialize EB's and I was able to embrace the "best defense is a good offense" play style.

 

Post-Incarnate

With endurance no longer a significant concern and the final offensive buffs in place, this build is ruthless. It is both visually and mechanically satisfying for an engaged player.

 

Summary

Do I recommend this build? It depends. I have a large roster of unkillable tanks and near unkillable everything other AT. In a game that can be dominated with builds that simply require you to toggle on all your defenses and charge forth like Mr. Jenkins, it can be refreshing to play something that requires you to actively manage your survivability. I learned a great deal through the development and leveling process of this build and playing it is making me a better player.
 

Scrapper (Axe - Fire).mbd

  • Like 1
  • Thumbs Up 1
  • 4 weeks later
Posted (edited)
On 12/14/2023 at 5:41 PM, Sancerre said:

wasnt a huge fan of pendulum

That's because it STILL has almost DOUBLE the end/rech that it should have for the new nerfed damage that it has. It's recharge is 15 and end is 14.35. It has the same 2s cast time, and does just 9% more damage than slice on broadsword does, which is on an 8s recharge and 8.53 end and still hits the same 5 targets. They really still need to fix this power as it's just ruining the set from being pretty much perfect, especially on endurance. Its cone before had no problems hitting the 5 targets, but they had to make it taoe so it wasn't un-synergistic with axe cyclone, but the power basically still works the same. Given the set synergy and *slight* bit more ease of use I could see having maybe a little more end/rech, closer to maybe 10 end and recharge, but definitely not the 15 end/rech that it has now. It's really bad 😕 and they need to fix it asap.

 

Edit was cause I hit the enter key too soon and didn't finish typing lol.

Edited by WindDemon21

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...