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Working on a Fire/EA Scrapper


vedevi

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Good Afternoon, 

 

I am working on a homage scrapper using Fire Melee / Energy Aura sets.  I would like to be able to run +4/x8 and do some off farming with it.  

 

Any advice would be welcome.  Thanks.

 

Vedevi

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Infinity Guardian: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
------------
Level 1:    Fire Sword    
 (A) Superior Scrapper's Strike - Accuracy/Damage
 (36) Superior Scrapper's Strike - Damage/Recharge
 (37) Superior Scrapper's Strike - Accuracy/Damage/Recharge
 (37) Superior Scrapper's Strike - Damage/Endurance/Recharge
 (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
 (39) Superior Scrapper's Strike - Recharge/Critical Hit Bonus


Level 1:    Kinetic Shield    
 (A) Luck of the Gambler - Defense/Endurance
 (3) Luck of the Gambler - Defense/Recharge
 (3) Luck of the Gambler - Defense
 (5) Luck of the Gambler - Recharge Speed


Level 2:    Dampening Field    
 (A) Titanium Coating - Resistance/Endurance
 (5) Titanium Coating - Resistance/Recharge
 (7) Titanium Coating - Endurance/Recharge
 (7) Titanium Coating - Resistance/Endurance/Recharge
 (13) Titanium Coating - Resistance


Level 4:    Power Shield    
 (A) Luck of the Gambler - Defense/Endurance
 (11) Luck of the Gambler - Defense
 (11) Luck of the Gambler - Defense/Endurance/Recharge
 (13) Luck of the Gambler - Recharge Speed


Level 6:    Build Up    
 (A) Adjusted Targeting - To Hit Buff
 (39) Adjusted Targeting - Recharge
 (39) Adjusted Targeting - To Hit Buff/Recharge
 (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance


Level 8:    Breath of Fire    
 (A) Ragnarok - Damage
 (9) Ragnarok - Damage/Recharge
 (9) Ragnarok - Accuracy/Damage/Recharge
 (15) Ragnarok - Accuracy/Recharge
 (15) Ragnarok - Chance for Knockdown


Level 10:    Entropic Aura    
 (A) Endurance Reduction IO


Level 12:    Hasten    
 (A) Recharge Reduction IO
 (48) Recharge Reduction IO
 (48) Recharge Reduction IO


Level 14:    Fly    
 (A) Flight Speed IO


Level 16:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Endurance
 (50) Luck of the Gambler - Defense
 (50) Luck of the Gambler - Defense/Endurance/Recharge
 (17) Luck of the Gambler - Recharge Speed


Level 18:    Fire Sword Circle    
 (A) Overwhelming Force - Accuracy/Damage
 (40) Overwhelming Force - Accuracy/Damage/Endurance
 (40) Scirocco's Dervish - Accuracy/Damage
 (23) Scirocco's Dervish - Accuracy/Damage/Endurance
 (27) Scirocco's Dervish - Accuracy/Recharge
 (29) Scirocco's Dervish - Damage/Recharge


Level 20:    Energy Cloak    
 (A) Luck of the Gambler - Defense/Endurance
 (21) Luck of the Gambler - Defense
 (21) Luck of the Gambler - Defense/Endurance/Recharge
 (23) Luck of the Gambler - Recharge Speed


Level 22:    Boxing    
 (A) Empty


Level 24:    Tough    
 (A) Titanium Coating - Resistance/Endurance
 (25) Titanium Coating - Resistance/Recharge
 (25) Gladiator's Armor - TP Protection +3% Def (All)
 (27) Titanium Coating - Resistance/Endurance/Recharge
 (29) Titanium Coating - Resistance
 (31) Titanium Coating - Endurance


Level 26:    Energy Protection    
 (A) Titanium Coating - Resistance/Endurance
 (31) Titanium Coating - Resistance/Recharge
 (31) Titanium Coating - Endurance/Recharge
 (33) Titanium Coating - Resistance/Endurance/Recharge
 (33) Titanium Coating - Resistance


Level 28:    Energize    
 (A) Doctored Wounds - Heal/Endurance
 (45) Doctored Wounds - Endurance/Recharge
 (46) Doctored Wounds - Heal/Recharge
 (46) Doctored Wounds - Heal/Endurance/Recharge
 (46) Doctored Wounds - Heal


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Endurance
 (40) Luck of the Gambler - Defense
 (42) Luck of the Gambler - Defense/Endurance/Recharge
 (42) Luck of the Gambler - Recharge Speed


Level 32:    Greater Fire Sword    
 (A) Superior Critical Strikes - Accuracy/Damage
 (42) Superior Critical Strikes - Damage/RechargeTime
 (43) Superior Critical Strikes - Accuracy/Damage/RechargeTime
 (43) Superior Critical Strikes - Damage/Endurance/RechargeTime
 (43) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
 (45) Superior Critical Strikes - RechargeTime/+50% Crit Proc


Level 35:    Energy Drain    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 38:    Spirit Shark    
 (A) Empty


Level 41:    Spirit Shark Jaws    
 (A) Empty


Level 44:    Hibernate    
 (A) Empty


Level 47:    Air Superiority    
 (A) Empty


Level 49:    Group Fly    
 (A) Empty


Level 1:    Brawl    
 (A) Empty


Level 1:    Critical Hit    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Doctored Wounds - Heal/Endurance
 (17) Doctored Wounds - Endurance/Recharge
 (19) Doctored Wounds - Heal/Recharge
 (19) Doctored Wounds - Heal/Endurance/Recharge
 (33) Doctored Wounds - Heal
 (34) Doctored Wounds - Recharge


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Efficacy Adaptor - EndMod
 (34) Efficacy Adaptor - EndMod/Recharge
 (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
 (36) Efficacy Adaptor - Accuracy/Recharge
 (36) Efficacy Adaptor - EndMod/Accuracy
 (45) Efficacy Adaptor - EndMod/Endurance


------------

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Im on my phone so i might have missed it but i don't see the following in the build 

 

 steadfast 3% def 

Reactive scaling resists 

Panacea end/hp

Performance shifter plus end

Guassians chance for buildup

Miracle rec bonus

 

 

 

 

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I'm not much familiar with Energy Aura, and I suppose I should familiarize myself better before making extensive comments, but I'm not going to, so hopefully I don't say stupid things. My first glance impression not knowing anything about EA is that the build's survivability is only so-so. Soft capped to FCE, nearly so to SL, passable on negative. Resists seem low to me other than Smashing/Lethal. A Super Reflexes can have resists in that neighborhood while being incarnate soft capped to all positions, so it makes me figure the build isn't as optimized as it could be. Seems like a halfway budget build, halfway not? More influence can always help. I'd be afraid to run +4x8 with it, but I guess it might be fine depending on the enemy group. I'd be afraid of incarnate content as well.

 

You've skipped both Incinerate and Cremate, which are your first and second highest DPS attacks. Are you maybe... in the old game, I did the same - for purely aesthetic reasons, I wanted the all fire sword attack chain...

 

Greater Fire Sword -> Fire Sword -> Fire Sword Circle -> Fire Sword

 

...and I was willing to sacrifice DPS to do it. For that, I needed massive recharge in Fire Sword Circle. It needs to recharge in 2 * 1.584 + 2.508 = 5.676 seconds. You're at 6.44 seconds, so you're not able to run that chain, even if all fire swords was the intent. And if all fire swords wasn't the intent, and if you want good DPS, then you really should take Incinerate and Cremate.

 

I'd want to get Energy Drain to perma if I'm counting on its defense to soft cap. Probably doable with a little slotting.

 

Ah, no Alpha slot. I usually include a T4 alpha when looking at builds, so we're apples to oranges a bit. Maybe I turn off Energy Drain and stick in a T4 Agility just to see. That's another way to handle soft capping, though there's not much extra even then to handle defense debuffs. But those are tough on most builds. As is psionic and toxic damage for any typed-defense build with little resistance, which is most of them. Agility also gives you more recharge, but still not enough for the all fire swords chain without some reslotting of Fire Sword Circle.

 

Endurance usage vs. recovery looks bad, but maybe it'll be fine. Energy Drain is on quick recharge. Agility helps a little there as well. So do the accolades. Some of the missing uniques would help as well. Apologies if I've missed where any of these are in the build, and many were already mentioned by Haijinx.

  • Kismet +6% to-hit
  • Reactive Defenses scaling +0%-10% resist
  • Miracle +15% recovery
  • Numina +20% regen / +10% recovery
  • Panacea +4.31% hit points, +7.5% endurance
  • Preventive Medicine chance for +absorb
  • Unbreakable Guard +7.5% hit points
  • Steadfast Protection +3% defense

I wouldn't normally fully-slot Stamina. I try to keep the number of IOs in powers at least vaguely equivalent to what it would require to get the enhancement values where I want them. Of course set bonuses can change that, but I try to get my five and six slot set bonuses out of attacks, as those would typically want six slots regardless. Same idea with Health, not normally something I would six slot. 

 

You can save a slot in Hasten by using +5 IOs.

 

I would typically 3 instead of 4-slot Luck of the Gambler, as the fourth set bonus (+9% accuracy) seems lackluster, and you're not getting much extra enhancement. For that matter, you're over the 5x9% accuracy cap, so you're not even getting that 4th slot bonus on a couple of them. To see that, Window -> Sets & Bonuses, and scroll down the right window to see what's in red and not doing you any good.

 

It feels like a lot of your sets have lackluster bonuses. That may be an intentional choice to keep the budget lower, and if so, OK I guess. I haven't done much on semi-budget builds, so I'm not sure what's available if you skip the pricier sets. But it has a purple set and the Scrapper ATOs. If budget isn't the reason, have a look at the winter sets for some of the attacks. I'm not saying to slot them indiscriminately, sometimes something else is better, but they tend to have very impressive set bonuses, at least if you don't have a conceptual problem with slotting cold sets in fire powers.

 

I'm not sure what you're doing with your level 38+ powers. I would think they were IO mules, but you didn't put any IOs in them.

 

It seems unusual to me to take Combat Jumping as your melee movement power, but then Fly as your actual travel power. Normally I'd stick to just one travel pool. I'd normally Hover/Fly or Combat Jumping/Super Jump, with a preference for Combat Jumping/Super Jump unless the character has wings - less endurance use, faster and more interesting travel, particularly with unlimited jet packs for those rare occasions you truly need to be able to fly to not be completely frustrated, like the Shadow Shard.

 

Fear might be a little painful in incarnate content with no protection, but I don't think there's any way to add protection, just resistance. I'd love it if I were wrong and there's some way to add fear protection?

 

I don't recall it being technically necessary for +4 enemies, as long as you have Kismet and some decent accuracy in the attacks, but I try to fit Tactics into my builds. Too many to-hit debuffs out there. I take Maneuvers to get to Tactics, which helps with defense. And Assault isn't bad if there's room.

 

Well, there are some things to think about, at least. I meant to get to this much earlier, but it was a very busy week. I'm glad to finally have a weekend to relax and try to catch up.

Edited by Werner
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I don't know if exemplar is a consideration in this build but in EA in general the End management stuff comes in the 30's  thus the health +rec stuff really seems to help in lower level TFs, etc.   Plus I don't want to rely on the clicks most the time.  

 

In my build I only use Energy Drain to cap Fire/cold (2 enemies maybe?) and Neg Energy (a lot of them, lol), usually it sits there as a LOTG mule.  

 

  

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