Steampunkette Posted Sunday at 12:50 AM Posted Sunday at 12:50 AM What it says on the tin! Was hoping to maybe get a little feedback on this idea. Here's what the statline looks like with saturation on RTTC and such... As you can see, she's not capped against anything, hard or soft. The idea was to get a somewhat comprehensive level of defenses with some solid S/L resistance so that if I'm on a team with even a single Defense or Resistance buffer, she'll be able to softcap or get near cap from buffs. In either case, having 'decent' values in the other category just make things better overall. And then here's the slotting.... As you can see, not as much proc-bombing as is possible. Crushing Uppercut had to take Critical Strikes because the recovery time on Rib Cracker was too long to be able to toss off more than one attack in the Critical Strikes +50% window. By putting it in CU, though, I can get off an SB, an HB, and an RC if the enemy is standing long enough, but just -barely-. As you can see I went for Infiltration and Combat Jumping for some vertical with my speed, but I also went with Musculature Radial Paragon to get an extra 33% runspeed, bringing it to 92mph (148kmph) with a jumping speed of 78mph (125kmph) and a jump height of 82ft (25m). So what do y'all think? Are there things I could do better with this build while maintaining the movement? Velocitrix - Scrapper (Street Justice - Willpower).mbd
VPrime Posted Tuesday at 08:34 PM Posted Tuesday at 08:34 PM (edited) I use Street Justice as Super Strength for my Scrapper, Genesis Why take Infiltration over Super Speed? Edited Tuesday at 08:38 PM by VPrime Project Vitality - SS/WP Dr. Zayne Draydeon - ROBOTS/FF Project Apex - BIO/SPINESProject Genesis - SS/REGENProject Ultimate - INV/SS
Steampunkette Posted Tuesday at 09:18 PM Author Posted Tuesday at 09:18 PM 42 minutes ago, VPrime said: I use Street Justice as Super Strength for my Scrapper, Genesis Why take Infiltration over Super Speed? 1) Stealth is nice to have sometimes, even if it's not a lot. 2) The verticality fits a character with super strength, too. 3) I feel like Infiltration gets so little love in the community. 4) At maxed out movement, the speed difference on flat terrain isn't that big, but the verticality of it makes it more generally useful than Superspeed in cluttered environments.
Bionic_Flea Posted Wednesday at 12:47 AM Posted Wednesday at 12:47 AM On 10/4/2025 at 8:50 PM, Steampunkette said: Superstrength Speedster without Superstrength or Superspeed! So what do y'all think? 1
JediDave Posted Wednesday at 12:59 PM Posted Wednesday at 12:59 PM I have a street justice/wp scrap as well. He's based on Mark Grayson. I am by no means a masterful mids builder, but glancing at your build, I would swap the ATO1 into 3 slots in each of 2 powers to double up on the 5% s/l defense and get yours much closer to the cap. Cross Punch would likely be the power here I'd swap over the other 3pc. I also usually don't like having a full set of ATO2 on one power because all that recharge makes the proc go off at poo poo rates. The part where me not being an expert comes into play is that I can't tell you for sure if that proc is currently in a great power to begin with, and someone else can likely help out there. I also would throw an AH -res proc in there so shin breaker and rib cracker are both debuffing res, that way when you get max combo level and hit the uppercut, they'll be extra debuffed. Everything else is fine and any other changes I would make personally are just personal preference/habit based decisions.
aethereal Posted Wednesday at 01:25 PM Posted Wednesday at 01:25 PM 16 hours ago, Steampunkette said: 1) Stealth is nice to have sometimes, even if it's not a lot. FWIW Superspeed gets basically the same amount of stealth as Infiltration. 35 feet rather than 36 feet
BrandX Posted yesterday at 03:30 AM Posted yesterday at 03:30 AM On 10/7/2025 at 3:18 PM, Steampunkette said: 1) Stealth is nice to have sometimes, even if it's not a lot. 2) The verticality fits a character with super strength, too. 3) I feel like Infiltration gets so little love in the community. 4) At maxed out movement, the speed difference on flat terrain isn't that big, but the verticality of it makes it more generally useful than Superspeed in cluttered environments. I use Infiltration for a Speedster concept myself 🙂 Staff/Elec Scrapper. Maxed out run speed on her. Love Infiltrations vertical and feel.
Steampunkette Posted yesterday at 04:07 AM Author Posted yesterday at 04:07 AM 36 minutes ago, BrandX said: I use Infiltration for a Speedster concept myself 🙂 Staff/Elec Scrapper. Maxed out run speed on her. Love Infiltrations vertical and feel. It's ninja run, but enhanceable! I love it!
BrandX Posted yesterday at 03:41 PM Posted yesterday at 03:41 PM 11 hours ago, Steampunkette said: It's ninja run, but enhanceable! I love it! Exactly!
Joviwan Posted yesterday at 08:42 PM Posted yesterday at 08:42 PM Cool concept! I, also, as well, have a StJ/WP scrapper doober, and while the concepts aren't identical (my lil guy is more 'technique and chi leads to power and speed' over say car-chucking and bullet dodging), they're a lil similar. I am not an expert, or even very good (i have no idea what the optimal place for superior critical strikes is!), but I will supply a couple of opinions! Off the cuff, I feel like your Fast Healing is overslotted for what it does for you, while RttC could get you a lot of traction by slotting in To Hit Debuff; it's the secret sauce that spikes WP's defenses a lot, probably more net HP's worth "retained" over the regen you get for full heal slotting. I feel like combat readiness is also over-slotted. I always thought of that as a 1-slot wonder if you can reliably get your accuracy from somewhere else, like normal slotting, a toggle, or set bonuses. That said, your ToHit is bananas! Where's that all coming from. Is proc bombing all the rage these days? I ask because I see 3 instances of Kinetic Combat that are all 1 piece away from 7.5% move speed glory. Likewise, Aegis offers better Smash/Lethal resistance at 4 slots, plus gives 7.5% move speed at 2 slots. Here's my totals (RttC at 4 targets): My concept has a lot "concept choices" but here's my slotting if it's useful to look at. Key differences in totals are: ~8% more smash lethal resistance, same-ish psionic resistance, way more fire/cold. Some defenses are lower, but RttC is throwing out -6.29% To Hit. I'm using musculature radial paragon right now (to hit debuff and run speed are so tasty), but Spiritual Radial makes an extremely strong argument for itself. ...Hm, note to self, I should really just stick a guassian proc in combat readiness instead of recharge, for as much as I remember to use it. ... ...Oh, wow, I don't even have impervium psi res slotted. I should fix that lmao. maybe I need to post myself in another thread.
Steampunkette Posted 19 hours ago Author Posted 19 hours ago 7 hours ago, Joviwan said: Cool concept! I, also, as well, have a StJ/WP scrapper doober, and while the concepts aren't identical (my lil guy is more 'technique and chi leads to power and speed' over say car-chucking and bullet dodging), they're a lil similar. I am not an expert, or even very good (i have no idea what the optimal place for superior critical strikes is!), but I will supply a couple of opinions! Off the cuff, I feel like your Fast Healing is overslotted for what it does for you, while RttC could get you a lot of traction by slotting in To Hit Debuff; it's the secret sauce that spikes WP's defenses a lot, probably more net HP's worth "retained" over the regen you get for full heal slotting. I feel like combat readiness is also over-slotted. I always thought of that as a 1-slot wonder if you can reliably get your accuracy from somewhere else, like normal slotting, a toggle, or set bonuses. That said, your ToHit is bananas! Where's that all coming from. Is proc bombing all the rage these days? I ask because I see 3 instances of Kinetic Combat that are all 1 piece away from 7.5% move speed glory. Likewise, Aegis offers better Smash/Lethal resistance at 4 slots, plus gives 7.5% move speed at 2 slots. Here's my totals (RttC at 4 targets): My concept has a lot "concept choices" but here's my slotting if it's useful to look at. Key differences in totals are: ~8% more smash lethal resistance, same-ish psionic resistance, way more fire/cold. Some defenses are lower, but RttC is throwing out -6.29% To Hit. I'm using musculature radial paragon right now (to hit debuff and run speed are so tasty), but Spiritual Radial makes an extremely strong argument for itself. ...Hm, note to self, I should really just stick a guassian proc in combat readiness instead of recharge, for as much as I remember to use it. ... ...Oh, wow, I don't even have impervium psi res slotted. I should fix that lmao. maybe I need to post myself in another thread. I have Fast Healing to 5 for the 7.5% recharge. And Combat Readiness for the 2.5% Defense (Vector)/1.25%(Type) Though in retrospect I don't actually need that too badly... I could shave off a few slots, there, to slot another Kinetic Combat into Boxing or Kick for 3.75% S/L Defense pushing that up to 43... As far as getting the 7.5% move speed buffs from double-slotting performance shifter with an End mod, or putting the Knockback into Kinetic Combat: I'm already 0.5mph off the speed cap with just Infiltration and Sprint. And over the jump speed cap. Still! Very helpful, thank you! 1
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