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Posted (edited)

Hello again 🙂

 

 1 of everything. Why not with all the character slots right? Endless variety to give me plenty of options.

 

 So, Scrappy Dappy Doo! ( NOT my name, but you know, it COULD have been 😉 )

 

 I've been to the mountain, I've spoke to the gurus, so I'm hoping this first draft is close. No excuses, right? Aside from my not fully grasping the placement of certain procs in certain powers. I'm trying to absorb that but I'm still not seeing it like I should, I feel. Still, chin up, motor on.

 

I like Energy Melee. Always have. I love Willpower. Always have. 

 

https://api.midsreborn.com/build/download/FzRbPO7BbEQA7wV7

 

NRG 1.JPG

NRG 2.JPG

Energy Minx - Scrapper (Energy Melee - Willpower).mbd

 

Energy Minx - Hero Scrapper
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Energy Melee
  • Secondary powerset: Willpower
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Speed
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Barrage

  • A: Superior Critical Strikes: Accuracy/Damage
  • 3: Superior Critical Strikes: Damage/RechargeTime
  • 3: Superior Critical Strikes: Accuracy/Damage/RechargeTime
  • 5: Superior Critical Strikes: Damage/Endurance/RechargeTime
  • 7: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 36: Superior Critical Strikes: RechargeTime/+50% Crit Proc

Level 1: High Pain Tolerance

  • A: Aegis: Resistance/Endurance
  • 17: Aegis: Resistance/Recharge
  • 33: Aegis: Resistance
  • 50: Aegis: Psionic/Status Resistance
  • 50: Aegis: Resistance/Endurance/Recharge

Level 2: Mind Over Body

  • A: Unbreakable Guard: Resistance
  • 5: Unbreakable Guard: Resistance/Endurance
  • 7: Unbreakable Guard: Endurance/RechargeTime
  • 15: Unbreakable Guard: RechargeTime/Resistance
  • 34: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 34: Unbreakable Guard: +Max HP

Level 4: Fast Healing

  • A: Preventive Medicine: Heal
  • 17: Preventive Medicine: Heal/Endurance
  • 33: Preventive Medicine: Heal/RechargeTime
  • 50: Preventive Medicine: Chance for +Absorb

Level 6: Build Up

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

Level 8: Bone Smasher

  • A: Mako's Bite: Accuracy/Damage
  • 9: Mako's Bite: Damage/Endurance
  • 9: Mako's Bite: Damage/Recharge
  • 11: Mako's Bite: Accuracy/Endurance/Recharge
  • 13: Mako's Bite: Accuracy/Damage/Endurance/Recharge
  • 31: Mako's Bite: Chance of Damage(Lethal)

Level 10: Indomitable Will

  • A: Reactive Defenses: Defense
  • 11: Reactive Defenses: Defense/Endurance
  • 13: Reactive Defenses: Endurance/RechargeTime
  • 15: Reactive Defenses: Defense/RechargeTime
  • 34: Reactive Defenses: Defense/Endurance/RechargeTime
  • 36: Reactive Defenses: Scaling Resist Damage

Level 12: Combat Jumping

  • A: Luck of the Gambler: Defense/Endurance
  • 42: Luck of the Gambler: Defense
  • 43: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Kismet: Accuracy +6%

Level 14: Super Jump

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

Level 16: Rise to the Challenge

  • A: Numina's Convalesence: Heal/Endurance
  • 36: Numina's Convalesence: Endurance/Recharge
  • 37: Numina's Convalesence: Heal/Recharge
  • 37: Numina's Convalesence: Heal/Endurance/Recharge
  • 37: Numina's Convalesence: Heal
  • 42: Numina's Convalesence: +Regeneration/+Recovery

Level 18: Whirling Hands

  • A: Superior Avalanche: Accuracy/Damage
  • 19: Superior Avalanche: Damage/Endurance
  • 19: Superior Avalanche: Accuracy/Damage/Endurance
  • 21: Superior Avalanche: Accuracy/Damage/Recharge
  • 21: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 40: Superior Avalanche: Recharge/Chance for Knockdown

Level 20: Quick Recovery

  • A: Power Transfer: Chance to Heal Self

Level 22: Total Focus

  • A: Superior Scrapper's Strike: Accuracy/Damage
  • 23: Superior Scrapper's Strike: Damage/Recharge
  • 23: Superior Scrapper's Strike: Accuracy/Damage/Recharge
  • 25: Superior Scrapper's Strike: Damage/Endurance/Recharge
  • 25: Superior Scrapper's Strike: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Scrapper's Strike: Recharge/Critical Hit Bonus

Level 24: Heightened Senses

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

Level 26: Energy Transfer

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

Level 28: Resurgence

  • A: Power Transfer: Chance to Heal Self

Level 30: Boxing

  • A: Absolute Amazement: Chance for ToHit Debuff

Level 32: Tough

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

Level 35: Moonbeam

  • A: Apocalypse: Damage
  • 39: Apocalypse: Damage/Recharge/Accuracy
  • 39: Apocalypse: Recharge/Accuracy
  • 39: Apocalypse: Damage/Endurance
  • 40: Apocalypse: Chance of Damage(Negative)
  • 40: Gladiator's Javelin: Chance of Damage(Toxic)

Level 38: Shadow Meld

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

Level 41: Maneuvers

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

Level 44: Weave

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

Level 47: Hasten

  • A: Invention: Recharge Reduction
  • 48: Invention: Recharge Reduction

Level 49: Tactics

  • A: Invention: Endurance Reduction


──────────────────────────────

Inherents:

Level 1: Critical Hit


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • A: Invention: Interrupt Reduction

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Regenerative Tissue: +Regeneration
  • 45: Panacea: +Hit Points/Endurance
  • 46: Miracle: +Recovery

Level 1: Stamina

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

Level 1: Energy Focus


Level 14: Double Jump


Level 49: Quick Form

Edited by Grizlee
Posted

Without perma-Hasten, Shadow Meld is up for 15s every 45s--without which the defense numbers are about 55% of what is shown.

 

Shadow Meld as an, "Oh @#$@!" button strikes me as potentially fine if the default numbers are sufficiently high to guarantee survival between cycles of Shadow Meld, but I am not sure they are generally, let alone against foes with defense debuff.

  • Thanks 1
Posted (edited)

Good info, thank you Erratic. I had thought Shadow was a toggle. Totally missed that. 

 

It's always something with me 🙂

 

@Erratic1

Looking at other Scrapper builds, my defenses seem above most. Am I missing something? I am honestly curious. Scrapper is pretty unknown to me in any meaningful way. I did play one on live, but it was fleeting, at best. I've revamped the build a bit again. I have recharge up to 165%. What would I need for perma?

Edited by Grizlee
Posted
5 hours ago, Grizlee said:

Looking at other Scrapper builds, my defenses seem above most. Am I missing something? I am honestly curious. Scrapper is pretty unknown to me in any meaningful way. I did play one on live, but it was fleeting, at best. I've revamped the build a bit again. I have recharge up to 165%. What would I need for perma?

 

Without Shadow Meld, it looked like your positional defenses were all in the mid-30s, and your S/L/E/N were roughly 40% (with F/C being 45%). 

 

As for Perma-Hasten, Hasten default rechare time is 450s and you need to get it down to 120s. So you need 450/120 - 1 = 275% recharge. Hasten itself will be giving you 70% and slotting it with the +5 Recharge Reductions you have is worth another 95.9%, so that leaves 109.1% to be provided globally. As Mid's display tosses in the 1 previously accounted for, you would need it to be showing 209.1% as opposed to the 178.75% it does.

 

Keep in mind, sometimes perma-Hasten is not strictly needed depending on goal. If with Hasten toggled on its recharge time was 125s it might not be worth the cost to push to actual perma-status. But that depends on exactly what you are shooting for. Shadow Meld cannot be made perma as its base recharge time is six times its duration. So pushing to perma-Hasten is not going to get you that and if that is your primary reason for Hasten, then I would probably not worry about true perma-status on Hasten.

  • Thumbs Up 1
Posted
  • Building WP for high defense isn't productive. It only has 17% DDR, so your defense will be stripped away easily. You're also building for a number of positional defense bonuses, while WP is based on typed defense. 
  • In addition to Shadow Meld, you've also got Hybrid Support turned on. This is inflating your defense by 8%.
  • Take Energy Punch instead of Barrage. It has significantly higher DPA and is a much better power to slot the Critical Strikes proc in.
  • Convert 2 slots in High Pain Tolerance to heal IOs for the +hp buff.
  • Add slots to Heightened Senses. It's your primary source of F/C/E/N defense. You get much more mileage enhancing this than you do Combat Jumping or Maneuvers.
  • Chance to Heal Self in Resurgence is pointless. Just slot a recharge IO.
  • Shadow Meld should be slotted for recharge, not endred. As stated above, this is a click with a 15s duration and 90s recharge.
  • Convert Shadow Meld and/or Maneuvers to 4x Shield Wall for the 4.5% E/N resist bonus.
  • I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE.
  • I don't recommend skipping Strength of Will. WP has no resistance to end drain and you will get your toggles dropped. This allows you to restore protection quickly. Relative to other T9s, the crash is very mild.
  • Thumbs Up 1
Posted (edited)

Thank you both. Working on it now. I had most of it. As for the recharge, I'm in the sweet spot with the original build as when activated resurgence bumps it past 230ish?

 

I enjoy trying to learn how to make these work better. Kinda like a crossword puzzle to this old guy 🙂 Thank you both again.

 

I'll try to get a build up later. In frankness, I'm really not up to it today. 

 

R&R day for sure.

 

Be well.

 

 

Edited by Grizlee
Posted
3 hours ago, Uun said:

I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE.

 

Admittedly it is on a Brute, but my EM/Electric Brute melts through crowds with Whirling Hands and Power Crash (supported by Lightning Field). Definitely recommend having both.

Posted

If I go into Mu instead for Zapp and Lightning Ball would I be able to repurpose the Power Crash slot or would it be even more aoe goodness to keep? I'm looking at the build now while I'm able.

Posted
1 hour ago, Grizlee said:

If I go into Mu instead for Zapp and Lightning Ball would I be able to repurpose the Power Crash slot or would it be even more aoe goodness to keep? I'm looking at the build now while I'm able.

Power Crash has a 9s recharge. Ball Lightning has a 32s recharge. Between the two I would rather have Power Crash.

  • Thumbs Up 1
Posted
51 minutes ago, Uun said:

Power Crash has a 9s recharge. Ball Lightning has a 32s recharge. Between the two I would rather have Power Crash.

Good enough for me 🙂

 

Thank you sir.

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