Jump to content

I have a concept, and I need some advice.


BeornOTNS

Recommended Posts

Imagine, if you will, a scrapper with a magickal suit of armour (yeah, I know, I make mostly magickal toons, and a LOT of them wield magic shields, weapons, and wear mystical armours).

 

But this guy, I want to build him to be hella capable at end content, even though I am handicapping him because I MUST have 3 powers for the build:

 

Lightning Rod (so I need Electrical Melee as the primary, so far, *yawn* am I right?)

Shield Charge (so, Shield Defense, once again, nice defense and some good resists, double *yawn*)

Spring Attack (from the Leaping Power Pool Set [ah HAH! Didn't see THAT one coming, didja?])

 

His name is "Translocutus" and I was wanting him to have teleport attacks, even if not actual teleport as a power (since I need 3 powers from Leaping to get Spring attack).

I saw this on another character (I think a tank?) and I believe the attack chain was a kind of teleport in, lightning, BOOM, then spring into the middle of the mass, BOOM, and then shield bash the remaining mobs BOOM and whatever is left standing was hit with Ion Judgement. It was AWESOME.

 

And I want something similar, but in a scrapper form.

 

Does anyone with a greater appreciation and facility for Mids Reborn care to help me out? I know that I am really limiting the overall utility with the Spring Attack, but I REALLY want to make this guy!

 

Yours in Service,

~Beorn

  • Like 2

I love ALL Archetypes, but prefer to play them Blue-Side.

Link to comment
Share on other sites

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

  • Primary powerset: Electrical Melee
  • Secondary powerset: Shield Defense
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Leadership
  • Epic powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Charged Brawl

  • 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
  • 7: Superior Scrapper's Strike: Recharge/Critical Hit Bonus

Level 1: Deflection

  • A: Kismet: Accuracy +6%
  • 7: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 9: Impervious Skin: Status Resistance/Regeneration
  • 9: Aegis: Psionic/Status Resistance
  • 11: Gladiator's Armor: TP Protection +3% Def (All)
  • 11: Steadfast Protection: Resistance/+Def 3%

Level 2: Havoc Punch

  • A: Superior Critical Strikes: Accuracy/Damage
  • 13: Superior Critical Strikes: Damage/RechargeTime
  • 13: Superior Critical Strikes: Accuracy/Damage/RechargeTime
  • 15: Superior Critical Strikes: Damage/Endurance/RechargeTime
  • 15: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 17: Superior Critical Strikes: RechargeTime/+50% Crit Proc

Level 4: Battle Agility

  • A: Reactive Defenses: Scaling Resist Damage
  • 42: Reactive Defenses: Defense
  • 42: Reactive Defenses: Defense/Endurance
  • 42: Reactive Defenses: Endurance/RechargeTime
  • 43: Reactive Defenses: Defense/Endurance/RechargeTime
  • 43: Reactive Defenses: Defense/RechargeTime

Level 6: True Grit

  • A: Aegis: Resistance
  • 17: Aegis: Resistance/Endurance
  • 19: Aegis: Resistance/Endurance/Recharge
  • 19: Panacea: Heal
  • 40: Panacea: Heal/Endurance

Level 8: Combat Jumping

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

Level 10: Thunder Strike

  • A: Obliteration: Damage
  • 21: Obliteration: Accuracy/Recharge
  • 21: Obliteration: Damage/Recharge
  • 23: Obliteration: Accuracy/Damage/Recharge
  • 23: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 25: Obliteration: Chance for Smashing Damage

Level 12: Super Jump

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 50: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
  • 50: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 14: Spring Attack

  • A: Overwhelming Force: Accuracy/Damage
  • 25: Overwhelming Force: Endurance/Recharge
  • 27: Overwhelming Force: Accuracy/Damage/Endurance
  • 27: Overwhelming Force: Damage/Endurance/Recharge
  • 29: Overwhelming Force: Accuracy/Damage/Endurance/Recharge
  • 29: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 16: Active Defense

  • A: Membrane Exposure

Level 18: Against All Odds

  • A: Invention: Endurance Reduction

Level 20: Phalanx Fighting

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 22: Kick

  • A: Force Feedback: Chance for +Recharge

Level 24: Grant Cover

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

Level 26: Lightning Rod

  • A: Armageddon: Damage
  • 31: Armageddon: Damage/Recharge
  • 31: Armageddon: Damage/Recharge/Accuracy
  • 31: Armageddon: Recharge/Accuracy
  • 33: Armageddon: Damage/Endurance
  • 33: Armageddon: Chance for Fire Damage

Level 28: Shield Charge

  • A: Superior Avalanche: Accuracy/Damage
  • 33: Superior Avalanche: Damage/Endurance
  • 34: Superior Avalanche: Accuracy/Damage/Endurance
  • 34: Superior Avalanche: Accuracy/Damage/Recharge
  • 34: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 36: Superior Avalanche: Recharge/Chance for Knockdown

Level 30: Tough

  • A: Impervium Armor: Psionic Resistance
  • 43: Unbreakable Guard: +Max HP
  • 46: Unbreakable Guard: Resistance
  • 48: Unbreakable Guard: Resistance/Endurance
  • 50: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 32: Weave

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

Level 35: Zapp

  • A: Experienced Marksman: Damage/Endurance/Interrupt
  • 36: Experienced Marksman: Accuracy/Endurance/Recharge
  • 36: Experienced Marksman: Range/Fast Snipe
  • 37: Experienced Marksman: Accuracy/Damage
  • 37: Experienced Marksman: Damage/Recharge
  • 37: Experienced Marksman: Damage/Interrupt/Range/Recharge

Level 38: Ball Lightning

  • A: Superior Frozen Blast: Accuracy/Damage
  • 39: Superior Frozen Blast: Damage/Endurance
  • 39: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 39: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 40: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 40: Superior Frozen Blast: Recharge/Chance for Immobilize

Level 41: Maneuvers

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

Level 44: Build Up

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

Level 47: Assault

  • A: Invention: Endurance Reduction

Level 49: Tactics

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Critical Hit


Level 1: Sprint

  • A: Unbounded Leap: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Health

  • A: Preventive Medicine: Chance for +Absorb
  • 45: Numina's Convalesence: +Regeneration/+Recovery
  • 45: Miracle: +Recovery
  • 45: Panacea: +Hit Points/Endurance

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

  • A: Power Transfer: Chance to Heal Self
  • 46: Performance Shifter: Chance for +End
  • 46: Power Transfer: EndMod

Level 12: Double Jump


Level 49: Quick Form


 

  • Like 1

I love ALL Archetypes, but prefer to play them Blue-Side.

Link to comment
Share on other sites

I love theory crafting like this!  I’m nowhere near Mids, but I’ve got some ideas that would really work more for my style than for “traditional” builds.  I’ll look into that later.  Some quick thoughts on your concept:

 

Three teleport attacks, all with knock.  You can chain all three but recharge will be long enough that you can’t continuously chain them.  You’ll need some ST attacks for endgame stuff, but you don’t need to go nuts.  Endurance recovery and healing will be very important.  
 

In your build, without seeing the numbers, I have a few thoughts.

 

Defenses should be relatively easy to cap (although my thought craft now wouldn’t) and I’m guessing you are overbuilt on defense and underbuilt on endurance reduction.

 

The six slot bonuses for Avalanche and Armageddon aren’t worth it in my eyes.  I’d drop the quad Avalanche, the damage Armageddon (and I would boost the rest of the set to +5) and put a Force Feedback + recharge in each of them.  You can reasonably expect them to proc each time.

 

Active Defense should come earlier and I’d use two (or 1) +5 recharge reduction.  Membrane won’t be very helpful there.  Having double application of this power would be very helpful at end game since defense debuff resistance stacks.

Edited by Yomo Kimyata
  • Like 1

Who run Bartertown?

 

Link to comment
Share on other sites

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...