Marshal_General Posted March 4, 2021 Posted March 4, 2021 This is a DM/Bio build I put together before the ToF change and I haven't had time to remake it. It doesn't hit softcap for S/L and E/N unless you run defensive. I should be able to fix it once I remake it. That is if ToF is worth taking now. This Hero build was built using Mids Reborn 3.0.4.7https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! DM BIO: Level 50 Magic ScrapperPrimary Power Set: Dark MeleeSecondary Power Set: Bio ArmorPower Pool: LeapingPower Pool: FlightPower Pool: FightingPower Pool: LeadershipAncillary Pool: Soul Mastery Hero Profile:Level 1: Shadow Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Rchg/HoldProc(5)Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(9), UnbGrd-Max HP%(11)Level 2: Smite -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg(11), SprScrStr-Dmg/EndRdx/Rchg(13), CrsImp-Acc/Dmg(13), CldSns-%Dam(15), TchofDth-Dam%(15)Level 4: Shadow Maul -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Rchg/+Crit(21), Mlt-Acc/Dmg(21), Erd-%Dam(23), OvrFrc-Dam/KB(23)Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25), Rct-ResDam%(27), ShlWal-ResDam/Re TP(27)Level 8: Siphon Life -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(31), ThfofEss-Acc/Heal(31), ThfofEss-+End%(31)Level 10: AdaptationLevel 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)Level 14: Fly -- WntGif-ResSlow(A)Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)Level 18: Dark Consumption -- Erd-Dmg(A), Erd-Acc/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(36)Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37)Level 22: Inexhaustible -- PrfShf-End%(A)Level 24: Kick -- Empty(A)Level 26: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(39)Level 28: DNA Siphon -- Prv-Heal(A), Prv-Heal/Rchg(40)Level 30: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(42)Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43)Level 35: Genetic Contamination -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46)Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)Level 44: Assault -- EndRdx-I(A), EndRdx-I(48)Level 47: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(50), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50)Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A)Level 1: Critical HitLevel 1: Brawl -- Empty(A)Level 1: Sprint -- Run-I(A)Level 2: Rest -- Heal-I(A)Level 2: Swift -- Run-I(A)Level 2: Hurdle -- Jump-I(A)Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)Level 49: Quick FormLevel 4: Ninja RunLevel 50: Musculature Radial ParagonLevel 50: Assault Core EmbodimentLevel 50: Degenerative Core Flawless InterfaceLevel 50: Void Core Final JudgementLevel 50: Barrier Core EpiphanyLevel 10: Defensive AdaptationLevel 10: Efficient AdaptationLevel 10: Offensive Adaptation------------
DreadShinobi Posted March 4, 2021 Posted March 4, 2021 5 minutes ago, FiveDiamondJack said: I'm curious as to why Dark/Dark doesn't make any lists either. Is the end drain just too much? It isn't as synergistic as the theme may suggest. The most unique aspect of dark melee is the self healing, which largely benefits sets that do not have a way to self-sustain, like /sr and /sd. The second aspect of dark melee, the -tohit benefits sets that work towards defense softcapping, as it effectively offers active protection against defense debuffs and cascading defense failure. Dark armor doesnt need a second heal, dark regeneration is often a full heal on a cooldown shorter than healing flames. Dark armor soft control in oppressive gloom also has no stuns from dark melee to stack with. 2 Currently on fire.
Ravenbane Posted March 13, 2021 Posted March 13, 2021 (edited) My main was DM/SR WAY back in the day on Live. And I mean, like, in the days of Perma Elude. I enjoyed that combo. She's DM/WP now (was rerolled as such and WP dropped on live) and I absolutely love the combination. She is an absolute beast, along with her duo partner, who is also DM/WP but a brute. She's not capped on anything but her layered defense/resist/regen makes her extremely tough, inexhaustible, and her damage output feels strong to me even without much in the way of procs. I can take her on +4/x8 S/L farms (though she's a bit slower than my Fire/Stone tank who has more AOE damage output with Burn, Tremor, Fireball, and also Melt Armor) alone and she fares very well. I'm sure there are other sets that are probably better on paper but she is extremely fun to play, so that gets my vote. Edited March 13, 2021 by Ravenbane 1
Hew Posted March 13, 2021 Posted March 13, 2021 I am running a bio/dm tank at the moment. I don't know what the scrapper tohit debuff value for touch of fear is at the moment, but base is __10.5__ for tanks, pre-boost. That is a massive tohit debuf right out of the gate! Pair a tohit debuf + damage proc, and you are cookin with gas 🙂
SomeGuy Posted March 15, 2021 Posted March 15, 2021 I have REALLY enjoyed a DM/BIO/MB scrapper and a DM/RAD/SOUL brute. The brute was damn near unkillable and that wasn't what I was going for. And it was incredibly end efficient without me trying. 1 Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
ninja surprise Posted April 22, 2021 Posted April 22, 2021 On 3/13/2021 at 7:51 AM, Hew said: I am running a bio/dm tank at the moment. I don't know what the scrapper tohit debuff value for touch of fear is at the moment, but base is __10.5__ for tanks, pre-boost. That's one of my mains right now too! Lumpy Puncher is a hoot! The big Tank AoE on Shadow Maul has spoiled me. I haven't tried to new Touch of Fear though, does it do decent AoE damage?
Hew Posted April 22, 2021 Posted April 22, 2021 5 hours ago, ninja surprise said: That's one of my mains right now too! Lumpy Puncher is a hoot! The big Tank AoE on Shadow Maul has spoiled me. I haven't tried to new Touch of Fear though, does it do decent AoE damage? It does indeed do pretty decent damage! 1
archgemini24 Posted May 11, 2021 Posted May 11, 2021 On 4/22/2021 at 1:19 AM, ninja surprise said: That's one of my mains right now too! Lumpy Puncher is a hoot! The big Tank AoE on Shadow Maul has spoiled me. I haven't tried to new Touch of Fear though, does it do decent AoE damage? And it recharges fairly fast when slotted. It's not Footstomp, but is anything, really? Like you have noted for Shadow Maul, Touch of Fear puts in significantly more work on Tanks than it does for everyone else. Unfortunately, I think it only applies the Fear and To-hit Debuff on the primary target. If even just the To-Hit Debuff applied to everyone that it damaged, it would be awesome. If even a lesser Fear applied to everyone it hit, Dark Melee could actually finally play nice with Dark Armor. Mostly on Torchbearer, but if you ever see me on, feel free to say hello! Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute; Glitter - Warshade; And others to be added as I get them up to snuff, lol!
Riverdusk Posted May 22, 2021 Posted May 22, 2021 On 9/6/2019 at 2:35 PM, Riverdusk said: I did test it and correct, Soul Drain has no effect on bio's damage aura. Soul Drain does not boost toxic damage. Still a great pairing, but that part was disappointing. Just in case anyone reads through the old posts, want to say that soul drain now does also boost toxic. Not currently running one, but I noticed the description on the power changed to "all damage" and tested it to make sure. Not sure when it changed (never saw a patch note, but could have missed it). Good news for the dm/bio combo. 1
Elia87 Posted May 29, 2021 Posted May 29, 2021 Asking for curiosity..is DM/SD still considered top or with the new changes to ToF it's better to look somewhere else?
Galamane Posted May 31, 2021 Posted May 31, 2021 Any know a good rotation for Dark Melee? Any thoughts on adding cross punch to a dm/bio build?
archgemini24 Posted June 4, 2021 Posted June 4, 2021 On 5/31/2021 at 4:11 AM, Galamane said: Any know a good rotation for Dark Melee? Any thoughts on adding cross punch to a dm/bio build? A classic attack chain for Scrapper Dark Melee is Smite-Siphon Life-Smite-Midnight Grasp (Tanks and Brutes slide Gloom in there somewhere). As for Cross Punch, I honestly don't know. To theorycraft, if you need potential recharge buffing, it can hold a FF proc and it's a quick cone AoE, so it can supplement Shadow Maul and Touch of Fear. From a power investment standpoint, if you already took the Fighting Pool it's only 1 more power, but it might be a matter if you can spare the slots to make it serviceable. Mostly on Torchbearer, but if you ever see me on, feel free to say hello! Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute; Glitter - Warshade; And others to be added as I get them up to snuff, lol!
Galamane Posted June 4, 2021 Posted June 4, 2021 3 hours ago, archgemini24 said: A classic attack chain for Scrapper Dark Melee is Smite-Siphon Life-Smite-Midnight Grasp (Tanks and Brutes slide Gloom in there somewhere). As for Cross Punch, I honestly don't know. To theorycraft, if you need potential recharge buffing, it can hold a FF proc and it's a quick cone AoE, so it can supplement Shadow Maul and Touch of Fear. From a power investment standpoint, if you already took the Fighting Pool it's only 1 more power, but it might be a matter if you can spare the slots to make it serviceable. Hey thx for the reply. The attack chain i have is cross punch, smite, siphon life, shadow mall or midnight grasp. Cross punch helps it feel more like a melee hero. It would be nice to change some of the animations to punches or kicks. Btw it eats End like mad lol (Dm/Bio). I just hit 40 so will see what happens when i add soul mastery. 1
ninja surprise Posted June 24, 2021 Posted June 24, 2021 On 6/4/2021 at 1:00 PM, Galamane said: The attack chain i have is cross punch, smite, siphon life, shadow mall or midnight grasp. Personally I like to open with Midnight Grasp for the potential crit + DoTs. If you have the Chance for Crit in Soul Drain it'll fire every time (but maybe less frequently than if it were in another power, but still, Soul Drain + autocrits is a blast) I'd go: Midnight Grasp, Shadow Maul, Cross Punch, Smite, Siphon Life, repeat. Add in your epic snipe if you have it. The cone attacks spread out damage in the crowd. Assuming you're targeting a boss, this'll drop a bunch of minions without having to attack them directly.
Galamane Posted June 24, 2021 Posted June 24, 2021 19 hours ago, ninja surprise said: Personally I like to open with Midnight Grasp for the potential crit + DoTs. If you have the Chance for Crit in Soul Drain it'll fire every time (but maybe less frequently than if it were in another power, but still, Soul Drain + autocrits is a blast) I'd go: Midnight Grasp, Shadow Maul, Cross Punch, Smite, Siphon Life, repeat. Add in your epic snipe if you have it. The cone attacks spread out damage in the crowd. Assuming you're targeting a boss, this'll drop a bunch of minions without having to attack them directly. Ill have to try that thx for the tip
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