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I had fun getting this build to level 50, and I thought I'd share the (current) level 50 build. I was able to run it solo through a lot of content pre-level 50. Both the primary and secondary were new to me, so I wanted to share my observations and solicit ideas on what I've missed. This combo was chosen mostly for concept, but also to try something new.

 

As always, I don't MIDS, so all you get is a graphical image of the build. I show global recharge bonus, because that is always high on my mind.

 

Scrapper-DB-Ninj-1.thumb.gif.c05a10f96b528655084396183dca9c12.gif

 

General thoughts:

 

This build (with a +Stealth piece in Sprint, not shown above) is very "stalkery" for a Scrapper. I went Scrapper partly because I didn't want to rely on Hide and partly because I preferred the Scrapper's combo chains (from first glance).

 

It has all the same issues non-Tankers have with melee attacks against large spawns that aren't quite positioned close enough to each other.

 

This build has no (slottable) ranged attack other than Blinding Powder... see below for more impressions.

 

My choice of Travel power and when I took it has no real affect on the build, except for a little more Ranged/AoE defenses. Combat Teleport is somewhat key to being able to (a) get to distant targets and (b) making the next attack in a combo-chain.

 

The RNG more-or-less has me missing an attack on every other combo chain, which is less annoying against large spawns but is quite the grief on single-target combat. This isn't unusal, but I find it bothersome on this build because the self-buff and enemy debuff relies on hitting with (particular) attacks.

 

The end-build choices are a sort of hodge-podge.

 

I focused on positional Defenses Melee > AoE > Range. I went deeper into some set bonuses than I usually do, as much/more could be done with fewer slots if the set bonuses are of minimal interest.

 

Thoughts on Dual Blades:

 

The "all Lethal" damage is quite annoying. It took this build 17 minutes to solo the Penny Yin TF (0x1), which I think is long for a Scrapper even considering I had several unlucky rezzes/transformations.

 

The animations are fine, and the only one that I don't really like (of what I took) is Vengeful Slice.

 

I usually open with Blinding Feint, as it is my only 'Build Up". (+1 to Dual Blade Stalkers I suppose?)

 

I'm not crazy about combo mechanics, but the attacks are quick enough that I ended up not minding so much. At low levels, I alternate between

Nimble Slash -> Ablating Strike -> Blinding Feint/Typhoon's Edge for "Empower" and "Weaken".

 

At higher levels, I generally open with Blinding Feint -> Typhoon's Edge (because of the %BuildUp and %-Resistance) and then:

Ablating Strike -> Vengeful Slice -> Sweeping Strike for "Attack Vitals" following up with Typhoon's Edge (%-Res) and Blinding Feint, then repeat.

 

One Thousand Cuts is basically there to be used as an attack of opportunity, and for when I break a combo chain (intentionally or not). It is essentially a single-target attack on my Scrapper despite being an AoE, I could see a Tanker maybe making better use of it (and all the AoEs).

 

I skipped Power Slice, I didn't need/want another early level attack and I felt like trying to have the "Sweep" combo available on a Scrapper was going to force too many other compromises on my build. The build has other potential sources of Knockdown anyway.

 

Thoughts on Ninjistu:

 

I rather like that it has so much (positional) Defense front-loaded. It has been a long time since I've taken all nine powers in any set!

 

I have Kuji-In Rin on auto. Obviously I have it slotted for some set bonuses which may not be to everyone's taste. The recharge time is overkill at high levels, but "about right" for lower level content.

 

Seishintekei Kyoyo and Kui-In Sha are roughly on the same recharge times; I click when needed, or when I have a slight pause in a combo chain.

 

Blinding Powder is the weakest choice in the set IMO. It has too small of an AoE, with too long of a base recharge to be really useful... and it is usually targeting enemies that I'm going to be hitting with melee attacks anyway. If not for the enhancement set bonuses I would make radical changes (likely including dropping it) with respect to Blinding Powder.

 

I rather like Kuji-In Retsu (when it is available), but I can't motivate myself to invest slots in it. An Incarnate Barrier would be better I think.

 

Alternate Considerations:

 

The build could benefit from a pool attack(s) that don't break combo chains from the primary. Normally I like to get Wall of Force on melee, but I'd have to make some compromises... likely delaying/dropping Kuji-In Sha (to be taken late in the build or replaced with Unleash Potential) to take Weaken Resolve and replacing Blinding Powder with Wall of Force. Ultimately I'll investigate this, but I feel like the change/loss of potential set bonuses require some deeper investigation before I commit.

 

There is a potential for +4% recovery with alternate slotting of Blinding Feint using the Critical Strikes set, as I left one piece "on the table". I'm not really seeing much of an issue with Endurance/Recovery but other choices I made are making this picture somewhat cloudy.

 

Extra mezz/KB protection was (so far!) unnecessary. The little bit of extra KB protection from Blessing of the Zephyr is getting me a little more ranged Defense.

 

Global recharge is pretty good, I could probably give up one of the LotG +Recharge mules and add in Tactics for team play.

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