Grizlee Posted December 1, 2024 Posted December 1, 2024 (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  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 December 1, 2024 by Grizlee
Grizlee Posted December 2, 2024 Author Posted December 2, 2024 I made a slight adjustment. This is ever so slightly better. A bit more Def as well as HPs. Â Â Energy Minx - Scrapper (Energy Melee - Willpower).mbd
Erratic1 Posted December 2, 2024 Posted December 2, 2024 Without perma-Hasten, Shadow Meld is up for 15s every 45s--without which the defense numbers are about 55% of what is shown. Â 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. 1
Grizlee Posted December 2, 2024 Author Posted December 2, 2024 (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 December 2, 2024 by Grizlee
Erratic1 Posted December 2, 2024 Posted December 2, 2024 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. 1
Uun Posted December 2, 2024 Posted December 2, 2024 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. 1 Uuniverse
Grizlee Posted December 2, 2024 Author Posted December 2, 2024 (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 December 2, 2024 by Grizlee
Erratic1 Posted December 2, 2024 Posted December 2, 2024 3 hours ago, Uun said: I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE. Â 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.
Grizlee Posted December 2, 2024 Author Posted December 2, 2024 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.
Uun Posted December 2, 2024 Posted December 2, 2024 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. 1 Uuniverse
Grizlee Posted December 2, 2024 Author Posted December 2, 2024 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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