Kaboom009 Posted July 19, 2019 Posted July 19, 2019 Hello community, I am wondering if anyone brilliant minds out there can give me input on a build I just whipped up. I am aiming for maximum damage but also good survivability. This is what I came up with: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Defensive Sweep (A) Luck of the Gambler - Recharge Speed (3) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (3) Overwhelming Force - Damage/Endurance/Recharge (5) Overwhelming Force - Accuracy/Damage/Endurance (5) Overwhelming Force - Accuracy/Damage Level 1: Hardened Carapace (A) Unbreakable Guard - +Max HP (7) Unbreakable Guard - Resistance (7) Steadfast Protection - Resistance/+Def 3% (9) Steadfast Protection - Resistance/Endurance Level 2: Crushing Blow (A) Hecatomb - Damage/Endurance (9) Hecatomb - Accuracy/Recharge (11) Hecatomb - Accuracy/Damage/Recharge (11) Hecatomb - Damage/Recharge (13) Hecatomb - Damage Level 4: Titan Sweep (A) Armageddon - Damage/Endurance (13) Armageddon - Accuracy/Recharge (15) Armageddon - Accuracy/Damage/Recharge (15) Armageddon - Damage/Recharge (17) Armageddon - Damage Level 6: Follow Through (A) Mako's Bite - Accuracy/Endurance/Recharge (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge (19) Mako's Bite - Damage/Recharge (19) Mako's Bite - Damage/Endurance (21) Mako's Bite - Accuracy/Damage Level 8: Build Momentum (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance Level 10: Inexhaustible (A) Panacea - +Hit Points/Endurance (25) Panacea - Heal (27) Panacea - Heal/Endurance (27) Performance Shifter - Chance for +End (29) Performance Shifter - EndMod (29) Performance Shifter - EndMod/Accuracy Level 12: Environmental Modification (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Recharge (33) Luck of the Gambler - Defense/Endurance/Recharge Level 14: Adaptation Level 16: Ablative Carapace (A) Preventive Medicine - Heal/RechargeTime/Endurance (33) Preventive Medicine - Heal (33) Preventive Medicine - Heal/RechargeTime Level 18: Rend Armor (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge (34) Mako's Bite - Accuracy/Endurance/Recharge (34) Mako's Bite - Damage/Recharge (34) Mako's Bite - Damage/Endurance (36) Mako's Bite - Accuracy/Damage Level 20: Evolving Armor (A) Gladiator's Armor - TP Protection +3% Def (All) (36) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance Level 22: Hasten (A) Recharge Reduction IO (37) Recharge Reduction IO Level 24: Boxing (A) EmptyLevel 26: Whirling Smash (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc (37) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (37) Superior Critical Strikes - Damage/Endurance/RechargeTime (39) Superior Critical Strikes - Accuracy/Damage/RechargeTime (39) Superior Critical Strikes - Damage/RechargeTime (39) Superior Critical Strikes - Accuracy/Damage Level 28: DNA Siphon (A) Performance Shifter - Chance for +End (40) Performance Shifter - EndMod Level 30: Tough (A) Unbreakable Guard - Resistance (43) Unbreakable Guard - Resistance/Endurance (46) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 32: Arc of Destruction (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (40) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Damage/Endurance/Recharge (42) Superior Scrapper's Strike - Accuracy/Damage/Recharge (42) Superior Scrapper's Strike - Damage/Recharge (42) Superior Scrapper's Strike - Accuracy/Damage Level 35: Genetic Contamination (A) Obliteration - Accuracy/Damage/Endurance/Recharge (43) Obliteration - Accuracy/Damage/Recharge (43) Obliteration - Damage Level 38: Parasitic Aura (A) Miracle - +RecoveryLevel 41: Weave (A) Luck of the Gambler - Recharge Speed (46) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Moonbeam (A) Sting of the Manticore - Damage/Endurance/Recharge (45) Sting of the Manticore - Damage/Interrupt/Recharge (45) Sting of the Manticore - Accuracy/Interrupt/Range (45) Sting of the Manticore - Damage/Endurance (46) Sting of the Manticore - Accuracy/Damage Level 47: Shadow Meld (A) Luck of the Gambler - Recharge Speed (48) Luck of the Gambler - Defense/Recharge (48) Luck of the Gambler - Endurance/Recharge (48) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Defense Level 49: Assault (A) Endurance Reduction IOLevel 1: Brawl (A) EmptyLevel 1: Critical Hit Level 1: Prestige Power Dash (A) EmptyLevel 1: Prestige Power Slide (A) EmptyLevel 1: Prestige Power Quick (A) EmptyLevel 1: Prestige Power Rush (A) EmptyLevel 1: Prestige Power Surge (A) EmptyLevel 1: Sprint (A) EmptyLevel 2: Rest (A) EmptyLevel 4: Ninja Run Level 2: Swift (A) EmptyLevel 2: Health (A) EmptyLevel 2: Hurdle (A) EmptyLevel 2: Stamina (A) Performance Shifter - Chance for +End (50) Performance Shifter - EndMod Level 1: Momentum Level 14: Defensive Adaptation Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------ Any thoughts on anything I should tweak to optimize this build would be greatly appreciated! I am planning to use Musculature for the Alpha slot.
Vhayne Posted July 22, 2019 Posted July 22, 2019 Id say drop a power like Titan Sweep and get combat jumping and then use the slots to 4 slot boxing for the kinetic combat set bonuses and 2 slot combat jumping and put LoTG recharge and Shield Wall tp prot Other than that great build!
jack_nomind Posted July 22, 2019 Posted July 22, 2019 Defensive Sweep is basically redundant with Shadow Meld -- but to be honest, I'd drop both of them. Shadow Meld gets a lot of attention for its strong mitigation potential, but it in practice it ends up only being useful at the start of an encounter, particularly with TW. It's a long activation with a short duration, so keeping it up as you fight ends up eating significantly into your attack chains. But consumable items accomplish the same effect, with less cast time and a longer duration -- and importantly don't need slots. With Shadow Meld gone, you're probably better off without Moonbeam, as well; you can't effectively use it in TW's single-target attack chain and you can use temp powers as ranged pulls. The main reason I suggest dropping these powers is to free up their slots, but it also opens up space for Combat Jumping and Maneuvers (adding two slots to each, you still have a net gain of 8 slots. Use the CJ slots for the two Resist uniques you skipped; you'll cap S/L resist that way). If you'd like, you can even keep Defensive Sweep purely as a slot mule -- this would let you cap out your LotG uniques, and you could add in some more defense by finishing the Gaussian's set, more haste by finishing Preventative Medicine, and you still end up with four slots left over. I'd probably look into slotting up Health with Numina's and etc, but you could instead add damage procs or chase some more Defense. No-Set Builds: Tanker Scrapper Brute Stalker
marcussmythe Posted July 22, 2019 Posted July 22, 2019 Defensive Sweep is basically redundant with Shadow Meld -- but to be honest, I'd drop both of them. Shadow Meld gets a lot of attention for its strong mitigation potential, but it in practice it ends up only being useful at the start of an encounter, particularly with TW. It's a long activation with a short duration, so keeping it up as you fight ends up eating significantly into your attack chains. But consumable items accomplish the same effect, with less cast time and a longer duration -- and importantly don't need slots. With Shadow Meld gone, you're probably better off without Moonbeam, as well; you can't effectively use it in TW's single-target attack chain and you can use temp powers as ranged pulls. The main reason I suggest dropping these powers is to free up their slots, but it also opens up space for Combat Jumping and Maneuvers (adding two slots to each, you still have a net gain of 8 slots. Use the CJ slots for the two Resist uniques you skipped; you'll cap S/L resist that way). If you'd like, you can even keep Defensive Sweep purely as a slot mule -- this would let you cap out your LotG uniques, and you could add in some more defense by finishing the Gaussian's set, more haste by finishing Preventative Medicine, and you still end up with four slots left over. I'd probably look into slotting up Health with Numina's and etc, but you could instead add damage procs or chase some more Defense. I keep Shadow Meld as a LOTG Mule, and Moonbeam to grab those lovely bonuses from a Winter set - but could see dropping them as well. Horses for courses. I do like Shadow Meld as alpha/debuff stack mitigation, and having a DEF buff that doesnt eat resources has helped me on long, solo, high-difficulty TFs and the like. Great Justice - Invuln/Energy Melee Tank Ann Atomic - Radiation/Super Strength Tank Elecutrix - Electric Blast/Super Reflexes Sentinel Ramayael - Titan Weapons/Bio Scrapper C'len - Spines/Bio Brute
jack_nomind Posted July 22, 2019 Posted July 22, 2019 I do like Shadow Meld as alpha/debuff stack mitigation, and having a DEF buff that doesnt eat resources has helped me on long, solo, high-difficulty TFs and the like. I can see that; it is an insp on a keychain. I think even then it might still be a little redundant with Defensive Adaptation, but I'd probably propose other different changes if this is intended as a long-tough-solo TF build (particularly to the Heal-slot-type powers). I think I might also suggest Spiritual over Musculature, relying on the Assault Hybrid for damage, but I'd have to think about that. No-Set Builds: Tanker Scrapper Brute Stalker
Khan668 Posted July 26, 2019 Posted July 26, 2019 Does no one else use the 100% recharge proc from Forced Feedback on TW powers? Or do the other IO's outweigh them?
Hopeling Posted July 26, 2019 Posted July 26, 2019 I like it in Whirling Smash, and it would probably also work well in Arc of Destruction. Sometimes it just doesn't fit though: if I want 5-piece Armageddon and the Fury of the Gladiator proc in Arc, there's no room left to put a FF proc.
Khan668 Posted July 26, 2019 Posted July 26, 2019 I have it in Whirling Smash , Arc and another I can't remember. only lvl 42 now so not fully IO'd. Is the above build one I should go for? Inf isn't a problem Fire farmer ftw.
Jaegernault Posted December 24, 2019 Posted December 24, 2019 Parasitic aura is also a little neglected. It can be almost perm when mobbing. And while ablaitive callipers is perm, i prefere to use it as the secondary, mainly as its fast and doesnt need enemy around. I took crushing blow instead of defencive sweep, its a good fast ST attack. Im thinking of dropping titan sweep for follow through tho. I used to use it a lot but with all the recharge available i never need it and a second ST will help on Avs Shadow meld i use constantly in long fights, if the fight isnt over when the first cast ends the enemy is too tough to take without it! An av takes about 45s to solo, usually.. but if its one with -recharge id rather keep that defence on the roof. I tend to start a fight by jumping towards the mob, hitting shadow meld mod air so when i land im combat ready. Hit buildup, which as the buildup proc, Use arc of destruction with the 50%crit proc as it almost always fires, then use whirling sword followed by rend armour on the target of arc of destuction, which is either a boss/eb or av. A boss is dead after rend armour, an EB can be as low as 25% depending on their resistance, an AV can take as much as 20% hit again depending on who it is. Ive struggled with malaise at lvl 54, his -recharge has nuts accuracy. And im sad to say i only got Richman down to 25% health before he spammed a self heal restoring his mountain of health on seconds. Those rough patches are where im working on. All phalanx TFs were done easily and all content enemy are tissue paper
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