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Returning player build for Scrapper?


Prinny25

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5 minutes ago, Gobbledigook said:

Ahh i see, you are just talking about that one arc. Got it 🙂

My character Saggitarian Crescent did it with the skin of her teeth. I swear I never studied HP bars so much.
No Envenomed Daggers either.
Just my kit and the boss.

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On 10/24/2024 at 2:26 PM, venetiasilver said:

however it is the best one for duels against AV's.

 

I'm gonna have to give this a HARD NO. I've solo-ed every TF and SF in the game (including the incarnate ones). I've solo-ed the Lambda and BAF trials. I've solo-ed every AV, Hero, and GM in the game with slight exceptions to the obvious (hamidon and prae-hami are the only two GMs I can think of actually). I've solo started the MSR and completed it. Regen does NOT have the gas, and DEFINITELY doesn't have the firepower, to do this.

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This seems an odd statement to make (not so much about the expressed preference, more about the "backloaded")

 

On 10/23/2024 at 4:58 AM, venetiasilver said:

The overall worst thing for Invuln as an Armor Set is it is very backloaded; I'd almost want to swap Dull Pain and Invincibility's position, It takes until around level 35 for it to feel sturdy enough.

 

This comment must be in the context of running lower-level content at increased spawn sizes, since Invincibility (for Scrappers) is available at level 24. The scaling nature of enhancements at lower levels, as well as the general unavailability of slots while leveling below 12 (Dull Pain can be a level 4 pick for Scrappers) means that this suggestion would get an immediate /jranger from me if the post was made on the suggestions forum.

 

I can agree that Dull Pain isn't needed particularly early for characters with Invulnerability as their armor, and while I take the power when constructing Invulnerable characters... swapping those powers makes no sense to me... unless of course something bizarre is planned like soloing Positron 1 at +4x8, not exemplared.

 

I also can't really believe that an Invulnerable armor character needs to get to level 35 to "feel sturdy", that set is one of the simplest (in my experience) to construct and level with. Part of what makes it easy IMO is that it is neither necessary to have everything toggled on (for most content), nor is it necessary to invest heavily in slots for the armor toggles. As mentioned above, at low levels enhancements for resistance and endurance are barely noticeable in the toggles. The Homecoming game lowered the level gates for some primary/secondary (and Epic/Patron) power picks, and it isn't quite as necessary (or effective) to add Tough/Weave to Invulnerability layering... it can still help (more so for Scrappers/Stalkers) but more Fighting pool picks  doesn't quite add the same magic power against all damage types as before.

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3 hours ago, tidge said:

This seems an odd statement to make (not so much about the expressed preference, more about the "backloaded")

 

 

This comment must be in the context of running lower-level content at increased spawn sizes, since Invincibility (for Scrappers) is available at level 24. The scaling nature of enhancements at lower levels, as well as the general unavailability of slots while leveling below 12 (Dull Pain can be a level 4 pick for Scrappers) means that this suggestion would get an immediate /jranger from me if the post was made on the suggestions forum.

 

I can agree that Dull Pain isn't needed particularly early for characters with Invulnerability as their armor, and while I take the power when constructing Invulnerable characters... swapping those powers makes no sense to me... unless of course something bizarre is planned like soloing Positron 1 at +4x8, not exemplared.

 

I also can't really believe that an Invulnerable armor character needs to get to level 35 to "feel sturdy", that set is one of the simplest (in my experience) to construct and level with. Part of what makes it easy IMO is that it is neither necessary to have everything toggled on (for most content), nor is it necessary to invest heavily in slots for the armor toggles. As mentioned above, at low levels enhancements for resistance and endurance are barely noticeable in the toggles. The Homecoming game lowered the level gates for some primary/secondary (and Epic/Patron) power picks, and it isn't quite as necessary (or effective) to add Tough/Weave to Invulnerability layering... it can still help (more so for Scrappers/Stalkers) but more Fighting pool picks  doesn't quite add the same magic power against all damage types as before.

Its more that aside from the S/L superiority, a middling 20% resistance feels a bit lacking without anything else supporting it. 
Dull Pain being Later would feel like an "Ahh I get to heal now"
Keep Tough Hide where it is though.

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