View Full Version : Pimp Up my Scrapper
Poison
04-14-2005, 03:13 PM
Use this thread to post your incredible scrapper builds or ask general questions.
Cold Quake
04-27-2005, 03:49 AM
This is how my level 46 Katana/Regen/Body is currently set up.
Katana:
Sting of the Wasp: [DMG] x3
Flashing Steel: [DMG] x3
Build Up: [RECH] x4
Soaring Dragon: [DMG] x6
Golden Dragonfly: [DMG] x5 [RECH]
The Lotus Drops: [DMG]
Regeneration:
Fast Healing: [HEAL]
Quick Recovery: [ENDRECOV] x6
Dull Pain: [RECH] x6
Integration: [HEAL] x2
Resilience: [RES]
Instant Healing: [ENDREDUC] x2 [HEAL] x4
Moment of Glory: [RECH] x3 [DEF] x3
Body Mastery:
Focused Accuracy: [ENDREDUC] x4 [TOHIT] x2
Conserve Power: [RECH] x6
Speed Power Pool:
Hasten: [RECH] x6
Super Speed: [RUNSPD]
Flight Power Pool:
Hover: [ENDREDUC]
Fly: [FLYSPD] x4
Fitness Power Pool:
Swift: [RUNSPD]
Hurdle: [JUMP]
Stamina: [ENDRECOV] x6
Tsarmina
05-02-2005, 03:52 PM
I figure Hollis will be hitting 30 in the next few months... (maybe sooner if I just stop making new chars and play her, she's like 1 bub into 29) and I was thinking of takeing Acrobatics. At 28 it was a toss up between that and Cloak of Fear. I took CoF as she likes being a scarey pirate, and scaring them enough so they hit less is a bonus... or is for a little while longer anyways.
So, Comments? And what should I slot it for?
Thanks. :)
suburbanhell
05-02-2005, 03:58 PM
I'll help you hit 30 if you need. :)
Akamaz
05-02-2005, 04:52 PM
and if you need a defender withthat i'll help....must get... Q. to 20.....
speaking of scrapper builds, I'm doing L0rrd D4rkitty (BS/Dark) and am looking for what not to do... so mina... what do you do?
Tsarmina
05-02-2005, 05:27 PM
Heh. Very funny Maz. But true. Don't take flurry and jump kick, I can tell you that! Stamina is a MUST. Shouldn't be but it is. Um... talk to Dark or Vyx for the DA set. I may play one but I'm not expert at knowing what is best. I just throw things together and hope for the best. Do Not ask about my slotting. Efficiency isn't my strong point.
BS/DA guide. (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=2280990&fpart=&PHPSESSID=) I actually printed it out and have it at my desk.
Oh, and a little (or alot) of debt builds character. See? I've got tons of character! :P
Burby: Thanks for the offer. I usually don't have too much trouble finding friends to team with when I need help... it's the flair ups of my altaholicism that are my downfall. I'm supposed to be helping AM's Lamprey with the Hess TF sometime soon so that will certainly help me... with xp more than debt I hope. ;)
Akamaz
05-02-2005, 08:41 PM
yeah, but we just want to hang out with a BS scrapper to do our damage for us... :)
Tsarmina
05-02-2005, 11:17 PM
yeah, but we just want to hang out with a BS scrapper to do our damage for us... :)
And she could always use an exemplar to help burn off those hospital bills.
vyxzuw
05-02-2005, 11:29 PM
Mmmm...Acro. Acro gives Knockback and Hold resistance.
OS gives Hold resist, but having doublt hold res is nice for PvP. (Blah blah blah)
Knockback, good. Imagine those Avalanche Shamans that drop Earthquake, and you constantly being knocked down. Now, imagine, NOT falling down.
Whether it's better than CoF. That's a toss up. (Also, slot To-hit debuffs in CoF. That and end reducers...)
CoF requires slot. Acro needs none. (With the CoF nerf, Acro may be better if CoF isn't slotted.)
The Widowed
07-18-2005, 10:53 AM
Just because I'm a bit concerned with the Issue 5 changes looming on the horizon as well as the changes in the course of play following SL40, I may as well consult my fellow Martial Arts/Super Reflexes connossieurs and see if Widdy needs any fine-tuning. As of SL39:
http://tritonius.com/CoH/PimpOut1.jpg
http://tritonius.com/CoH/PimpOut2.jpg
Thunder Kick: Damage x2, Accuracy x1
Cobra Strike: Disorient x1, Accuracy x2
Storm Kick: Damage x2, Accuracy x1
Crane Kick: Damage x2, Accuracy x1, Recharge x1
Warriors Challenge: Range x1, Taunt x1
Focus Chi: ToHit Buff x1, Recharge x1
Dragons Tail: Damage x2, Accuracy x2
Eagles Claw: Damage x1, Accuracy x1, Disorient x1
Focused Fighting: End Reduce x1, Defense x2
Focused Senses: End Reduce x1, Defense x2
Agile: Defense x4
Dodge: Defense x4
Practiced Brawler: End Reduce x2, Recharge x1
Quickness: Run Speed x1
Lucky: Defense x4
Elude: Defense x2, Recharge x1
Brawl: Damage x1, Accuracy x1
Sprint: Run Speed x1
Rest: Heal x1
Swift: Run Speed x4
Health: Heal x4
Stamina: Recovery x6
Hurdle: Jump x2
A few key points of my reasoning behind such a build:
1) This Primary and Secondary combined do tend to consume a good amount of Endurance in a short time. Stamina helps her fight on while others succumb to power-downs. As it turns out, six-slotted Stamina actually puts her ahead of the recovery curve, thus she makes a pretty good "blitzer", attacking repeatedly without letting up for even a moment.
2) Quickness ensures that she'll almost always have an attack ready for blitzing, whether they're slotted for recharge or not. Hence, her attacks aren't slotted for recharge with the exception of Crane Kick (which is powerful yet has a normally slow recharge; Multiple Crane Kicks in quick succession can end a fight quickly, hence the recharge).
3) One of Martial Arts' strengths is its ability to deal nasty status effects, mainly Disorient and Knockback; Crippling Axe Kick also deals Immobilize and/or Slow, but I wasn't pleased with the Axe Kick's performance and so I respecked out of it early on. I have nothing slotted for Knockback; Being a blitzer, Widdy wipes out enemies more quickly if she deals knockdown instead of knockback, as an enemy who falls on his back right in front of her (with no need to chase him down) is unable to run or attack for a moment, while his proximity to Widdy makes him ripe for follow-up attacks.
4) Disorient has received some slotting in the case of Cobra Strike and Eagles Claw, as both attacks have a superb base factor for disorienting enemies. Thunder Kick, on the other hand, only disorients enemies at a base of around 10%, and hence its disorient power is too weak to warrant a Disorient enhancement, especially when I already have two other attacks which are strong in dealing disorients. So instead I slot Thunder Kick for use as a swift, steady stream of light damage.
5) Some attacks (such as Eagles Claw) have poor accuracy. Other attacks (such as Thunder Kick) deal poor damage. Focus Chi can briefly reduce or negate both problems with just a click, hence making a Focus Chi recharge very useful indeed. The To Hit enhancement couples with each attack's Accuracy enhancement(s) (where applicable) resulting in a few seconds of near-perfectly accurate berserking before Focus Chi wears off. I like to save Focus Chi for bosses, as a sudden blitz of stronger, more accurate attacks can help break down the toughest foes with ease.
6) Some people believe that Dragon's Tail's forté lies in dealing light damage to multiple enemies. I believe that Dragon's Tail's forté lies in dealing knockdown to multiple enemies. The damage is still nice, but the Dragon's Tail can't knock down what it can't hit...hence the two Accuracy ennies. Though each hit isn't assured of a knockdown, the odds of knocking down someone struck are still quite good, and an entire circle of enemies who suddenly find themselves on their backs could be just the moment of breathing room Widdy needs if she is to either concentrate on finishing off one of the bad guys unimpeded, make a beeline to a choice enemy just beyond the horde or break free from the mob and beat a hasty retreat, depending on the situation. Again, I see no need to slot this attack for Knockback, given its intended use and Widdy's persistent style of attack.
7) Focused Fighting and Focused Senses give better defense than their auto counterparts (Agile and Dodge) do; However, I believe in creating a strong defense "foundation" with Agile and Dodge, seeing as the Focused powers eat endurance and can be dropped with the slightest hold, disorient or Sapper-induced powerdown. Even though I have Practiced Brawler running perpetually, there's still a break between Brawler's repetitions. A strong Agile and a strong Dodge ensure that even without her toggle defenses, Widdy will hardly be defenseless. A four-slotted Lucky is the icing on the cake, as she finds herself pitted more and more against Nemesis and other high-level enemies with plenty of AoE attacks (while from what I understand, the AoE damage still doesn't warrant taking on a third toggle--Evasion--to deal with it; Lucky alone seems to serve well enough).
8) Practiced Brawler is an immensely handy defense against negative status, and I aim to keep it running at all times. The click power does eat a lot of endurance, but two End Reduce ennies seem to have minimized this liability. One Recharge alone has almost made this power perma, with only a slight break between repetitions; Perhaps another Recharge would be in order....
9) Brawl is two-slotted both for PvP and for use as a "mercy-killing" attack. If Widdy's surrounded by a thick mob of enemies (as usual) and the enemy I'm focusing on is reduced to just a sliver of health, Brawl is a cheap and handy way to deal the coup de grace. That way, I spare the more powerful attacks (and their adjoined Endurance costs) for immediate use on the next guy in line.
10) Throughout the entire build--past and present--I have favored a balance among all of Widdy's powers, with a few exceptions such as Stamina. Keeping a well-rounded Hero means no really powerful strengths, but it also means no profound weaknesses to cripple you under the wrong circumstances.
The Widowed's build seems to have served well for what it was intended to do. But I understand that nobody is perfect (and I'm no exception), so any constructive advice is welcome. My two greatest concerns at this point:
1) Issue 5 will be nerfing both Focused defense toggles while leaving Agile and Dodge unscathed. Would it hence be wiser to respec some of the slots from the toggles to the autos? How formidable would six-slotted Agile and six-slotted Dodge be?
2) I may have to copy Widdy to the Test server and try this, but I wonder if Quickness gives the same boost to running speed that Swift does. I am happy with Widdy's ground speed; It's reasonably fast and--unlike Super Speed--she still moves at a swift clip even when hit by a lucky disorient shot. She sprints faster, she jogs faster, she even staggers faster with Quickness and Swift slotted for speed. If slotting Quickness for speed has the same effect as slotting Swift for speed, it would make more sense to respec, abandon Swift, place more Run Speed in Quickness and choose another power to take Swift's place. But is this the case?
That's all I can think up for now. Thanks in advance for any praise or friendly advice. :)
Jade_Dragon
07-18-2005, 04:44 PM
The first thing I noticed was, "Wow. STRONG defenses." Overall, it seems pretty balanced, with maybe a bit more emphasis on the defense, maybe to give SR a bit more boost. But that's my strategy, so it looks good to me.
As only a level 25, I can probably give you no more advice that is of any value. But I'll certainly take YOUR build as advice for mine.
Blackbat
07-18-2005, 05:13 PM
You're build so far looks to be good Widowed. Even though the defense has been reduced, I would still 6 slot Focused Fighting and Focused Senses as soon as you can.
If Lucky is enough for you as far as AoE damage goes, then don't pick up Evasion, the last thing you need is another Toggle that might or might not be worth it. I never found the need to get Evasion as Lucky alone always worked just fine for me.
If those few seconds of gap in between your Practiced Brawler recharge times aren't that big of a deal to you then I would leave as is. Your build is obviously built to be a "long distance runner" type of build so those End Reductions in PB will help. If you find yourself getting mezed/slept/held/knocked back alot later on, just replace a End Reduction with another Recharge and you should be perma.
If you find yourself strapped for slots later on, stealing a slot from Brawl might be an alternative. Although, you look like you might have a few slots to spare since you haven't dived into the power pools much.
Here is Cad's build at lvl 50. Our building ideas probably differ but maybe you can use something out of it. Good luck.
http://bonesquad.com/Images/Cad-Build_1.jpg
http://bonesquad.com/Images/Cad-Build_2.jpg
http://bonesquad.com/Images/Cad-Build_3.jpg
The Widowed
07-20-2005, 01:09 AM
The first thing I noticed was, "Wow. STRONG defenses." Overall, it seems pretty balanced, with maybe a bit more emphasis on the defense, maybe to give SR a bit more boost. But that's my strategy, so it looks good to me.
Danke. :)
I'm still wondering whether or not I should six-slot Health eventually. Is it necessary, and how great an effect will two more SO's have on that power? It may not be the flashiest power, but more than once I've found myself breathing a sigh of relief when an almost-dead Widdy runs out of Respites and starts to withdraw from the conflict, and her anxiously-watched health bar suddenly creaks up a couple of notches a moment before the shot(s) which would have killed her instead drops her back to a sliver again, allowing her to continue her retreat and survive a battle gone bad. In my last Rikti mission (chock full of orange-conning minions and worse), that happened about three times during the same retreat. Talk about tension. :look:
As only a level 25, I can probably give you no more advice that is of any value. But I'll certainly take YOUR build as advice for mine.
Are you playing a MA/SR Scrapper too?
We are legion. :D
Blackbat, your advice is pretty good too. I may end up six-slotting the autos right before I six-slot the toggles...or maybe around the same time. I haven't decided yet. I suppose I can cross that bridge when I come to it. :)
And I want Hamihamis too. :D
The Widowed
07-20-2005, 01:17 AM
Also, Quickshadow says on the official forums that Swift increases run speed by a base of 25%, while Quickness has a base of 20%...not really all that great of a difference if you ask me. I'll be running a Swift versus Quickness test on the Test Server tonight. And I don't care what Quickshadow says; I prefer to calculate distance over time rather than time over distance when coming up with Widdy's velocity in MPH; I don't have to fudge over any decimals that way. And naturally I'll have Sprint turned off in order to ensure more accurate results. I'd be happy to post the results tonight, if anyone's interested. :)
TopHat
07-20-2005, 01:34 AM
Looks like a solid build to me, Widow. I'm not sure how much of my advice can be considered good but I can tell you what I did.
Like you, I have a big defense. I took both lucky and evasion. I can see Ice's point that it may be big on the end drain for you but I like having all the defense I can and I used Elude with Recharge reductions as an end regen up till Conserve Power and then with those two End is no longer an issue.
On PB - I kept it with one recharge reduction up until I just decided those few seconds were just crucial. Later in the game I found myself wishing I had it right after it gave out so I decided I needed the second recharge on it.
Our choices on attacks seem very similar. Though I added a second Acc boost instead of recharge reductions to all - I just hate to miss :D It was also just a character choice.
Also, I chose to six-slot all defense at the same time. It worked out well for me that way.
Those are the two-cents of a fellow MA/SR scrapper.
The Widowed
07-20-2005, 06:38 AM
So TopHat votes for "advance all your defenses at the same rate" too. Cool. :cool:
But I went ahead and did those tests on Quickness versus Swift. Thank goodness for the Test Server, the copy tool and my free respec. :)
To set this experiment up, I first established a set of controls to ensure an unbiased experiment:
1) Sprint would not be used for these trials, nor would any other run speed modifier besides Quickness and Swift. Not like Widdy has any besides those three....
2) Each run would be timed for ten seconds over an unimpeded stretch of road. The moment the wristwatch turned to, say, 00 seconds, I mashed the R key; The moment the wristwatch turned to 10 seconds, I mashed the R key again to stop. Before the trial began, a zoom-out would ensure that Widdy was starting right on the thumbtack mark: zero yards.
3) All Run Speed enhancements on Swift and/or Quickness would be the exact same value: Level 40.
4) For comparison's sake, Widdy's Miles Per Hour would be calculated with the following formula: (([yards run in 10 seconds]x6)x60)/1760 = MPH.
The results?
http://img178.imageshack.us/img178/5484/Trial1.jpg
http://img178.imageshack.us/img178/5621/Trial2.jpg
http://img178.imageshack.us/img178/3551/Trial3.jpg
Trial #1 (the control trial, using Widdy's original configuration) -- Quickness x1, Swift x4:
151 yards (30.9 MPH)
Trial #2 -- Quickness x5, no Swift:
133 yards (27.2 MPH)
Trial #3 -- Quickness x2, Swift x3:
155 yards (31.7 MPH)
Trial #4 -- Quickness x3, Swift x2:
157 yards (32.1 MPH)
I have to admit that the results for Trials 3 and 4 surprised me. Given the testamony of someone on the main forums (who came up with the +25% speed base for Swift and the +20% base for Quickness), I had originally assumed that Swift alone would be faster than Quickness alone, a conclusion supported by Trial #2's results. But Trials 3 and 4 quashed that notion right away. The numbers couldn't lie. Was Quickness augmenting Swift as well as any number of Widdy's other powers? And could this augmentation only be at its most effective when both Quickness and Swift are balanced?
I did miss out on a couple of possible configurations ([Quickness x4, Swift x1] and [Quickness x0, Swift x5]), but I was tired of all the respecs. So I believe I shall be respecking Widdy on Virtue for Quickness x3 and Swift x2.
During the trials I also experimented with removal of the Hurdle skill. As it turns out, the difference wasn't all that great; Widdy used to skip off of traffic lights, now they come up to her waist mid-leap. Instead of leaping out of the Gaspee at any point, she has to find a ramp. I'll live. But then I considered how frequently Widdy has been teaming up with other Heroes to accomplish missions in this later stage of the game. And one of the most bedeviling problems in teamplay is when some Blaster behind Widdy cuts lose with an AoE and gets swamped with villains while Widdy can only taunt one baddie at a time. And since I've long considered getting Intimidate for Widdy, well...I'm replacing Hurdle with Provoke. My teammates will thank me later. :)
Will I keep Warriors Challenge? Of course. Warriors Challenge is absolutely vital for corner pulls; When there are three red bosses around the next corner, it pays to lure them in one at a time. Warriors Challenge can do that easily, Provoke can't. On the other hand, Provoke is better for tanking. If the team's Controller is getting mobbed with orange minions, there's no Tanker in the team and Widdy has Elude running, wouldn't it be so nice to just be able to target the Controller, assist-fire a Provoke and bring the entire mob of minions to Widdy while the Controller gets to safety?
Since Widdy usually doesn't stray far from her teammates, it won't be necessary to slot Provoke for Range at all. However, filling both slots with Taunt ennies should help make Provoke more effective at keeping the baddies' attention (or at least slotting that way will ensure that Provoke doesn't suck as much).
On second thought, Stealth would be another good choice for Hurdle's replacement. Both Stealth and Intimidate would fit Widdy's concept very well indeed, and Provoke would be handy for making Widdy an effective teammate (while serving as a stepping stone to Intimidate), while Stealth would make Widdy even better at solo play (as its only use in teams would be to bring a swift end to those "find Object X" missions). But I can't have all of those powers if I want to save up for Epic Powers come next Security Level. Or are the Epic powers overrated?
And if anyone thinks that they have a better idea, speak up. I can always join another Terra Volta trial and respec again.... ;)
Kurai Inago
07-20-2005, 07:18 AM
Well, the Weapons Mastery (What I've got) Ain't all too impressive. I'll Break it down a little.
Caltrops- Drops Caltrops on the floor to slow enemies, but they run out of it as fast as they can. Really, it's pretty useless as a Scrapper.
Web Grenade- Ok.. this one I like, it Imobllizes and Slows The Recharge of baduys, not to mention Drops Fliers. In other words, good for the Arena, and to keep baddies from getting off too many attacks.
Shuriken- Thows a Shuriken that does almost Laughable Damage. It's honesly like hitting someone with Brawl Twice when unslotted.
Explosive Shuriken- Ok Damage, plus it's an AoE (Which Frankly is useful for MA)
It's a little less potent than Dragons Tail, but it is fun to use, and helpful, but it's got one damn of a Recharge Time.
Blackbat
07-20-2005, 07:59 AM
The Body Mastery epic pool is what I choose with Cad. Granted everyone and their mother has it, which doesn't have me jumping for joy, but I can see why it's so popular.
Conserve Power
This power helped me to solo +3 mobs alot easier than I would have normally in PI at lvl 41 before Elude got it's nerf. The end crash was completely negated due to this power. Nowadays it's still uber, fully slotted with 6 Recharge SO's you've got a down time of approx. 1 minute. I usually pop it on long fights when I'm just about ready to hear that fatal toggle dropping sound due to no end. I can fight on and on and actually regain end most of the time.
Highly useful and has served me well.
Focused Accuracy
I got this at lvl 44 and proceeded to take out all my ACC enhancers in all my powers. I've read conflicting base To-Hit percentages so I can't comment on that, but as far as the feel of it, right out of the box with 1 To-Hit SO it's useful. Down side is that it's is End heavy, very end heavy, I have mine 4-slotted with 2 To-Hit's and 2 End Reductions. I rarely miss now, and I upped most attacks to 5 Damage and 1 End Reduction. Or in the case of my heavy damage attack power, 6 Damage SO's.
Again, highly useful and has served me well.
Laser Beam Eyes
I picked it up right before Issue 4 went live in preperation for PvP. I wanted to have 1 ranged power for those pesky blasters. ;)
The damage is on par with Sting of the Wasp in the Katana set or Thunder Kick from the MA set. Not really high damage, but great for those mobs that you have down to a sliver and then they bolt on you. Looks really cool when they try to run and you just shoot them in the back. I tried to use it in my attack chain but the annoyingness of putting my sword away everytime I used it got to me. I respec'd out of it. Wasn't really impressed with it past the first couple hours of "Wow" and "Sweet!" moments.
This power is cool if it fits your build or if you have no other useful powers to get in the late game and just like the look of it.
Energy Torrent
Never tried this one. I pictured it would be exactly like the Blaster version and I had no desire to get it. Hopefully, someone else can chime in.
Malibu Sally
07-20-2005, 08:53 AM
Energy Torrent
Never tried this one. I pictured it would be exactly like the Blaster version and I had no desire to get it. Hopefully, someone else can chime in.
It's actually better than the blaster version... How do I know? I've seen it in action. The blaster version does not have a chance to critical.
But... with the target limit on cone attacks coming up... it's probably not worth getting unless you like cone attacks.
Akamaz
07-20-2005, 01:53 PM
i'd take it if i had a ma scrapper still. it's another AoE
The Widowed
07-20-2005, 02:44 PM
...Web Grenade...Explosive Shuriken...Conserve Power...Focused Accuracy...Energy Torr...*head explodes* :wallace:
Jade_Dragon
07-20-2005, 05:04 PM
Are you playing a MA/SR Scrapper too?
MA/SR/Stealth/Intimidate
Seriously, I've come to believe totally that I've GOT to describe him that way. :D Although with the nerfs in I5, Intimidate might not be as powerful as it was before. (Not that it probably won't still be a cornerstone of my defense)
I've also described him as, "A Dark Scrapper without all that annoying Res and Heal... and noise." :D
I plan to 3 or 4 slot Health eventually, although I've already gotten Stamina to 5... well, obviously. Bloodwolf should be fit enough to heal faster, but not so much that he regenerates. Of course, that Regeneration, not Health, but it's a matter of concept. I'll probably go for the "feel" of it.
I never compared Swift to Quickness, but I did do some tests with Sprint, and Stealth. The results were a bit odd. I couldn't really see a pattern to them, although there was clearly interaction. I don't think it's a direct "Take base speed and multiply by X times number of Enhancements" thing, though. One thing I can tell you, though, is that Quickness (unenhanced) counters Stealth's speed reduction. That was very important to me, and was the main reason I did the test. (And my test was the reverse of yours, I positioned myself at a location an exact distance away from a thumbtack, and timed how long it took me to reach it. I used a .5 mi distance, on that straight stretch of road in Steel Canyon leading to Blyne Square)
Hurdle, likewise, also seems to be squirrelly. Sometimes putting an enhancement in it seems to have no effect, sometimes it does. I eventually confirmed that 3 SOs in Hurdle clears the Perez Park wall. Hurdle + CJ does, too, but that's too many Pools for me. Hurdle also gives you much more jumping distance, while CJ seems to mainly increase in height, not distance. You might also want to be careful that you're not hitting the run speed cap. I can't be sure about this, but I believe I heard somewhere that you can jump faster than you can run, at the cap. So you might not want to give up Hurdle after all.
As for Intimidate, I took Challenge instead of Warrior's Challenge to unlock it. It has less of a chance to hit, yes, but it still pulls even if you miss, so who cares? :D I suppose I might get "bad pulls" if I miss, and pulling 3 Bosses at the same time might be a problem, but so far I've managed to avoid that. So maybe I should have taken Warrior's Challenge, I don't know.
However, this is just me, but I think I would take EITHER Stealth or Provoke, but not both. They're essentially total opposites. While as you said, Provoke is going to help you draw fire in a group, and Stealth will help you solo, you're basically wasting one or the other depending on your situation. Although I suppose Stealth + Provoke might aggro a controlled group of foes on you while not alerting any nearby. Who knows, they might interact well.
The thing is, I sort of see Stealth as an "anti-tank". Because I rely on its defense to an extent (this will probably change in I5, unfortunately) I always have it on. So in a group I don't see myself as drawing aggro. If I'm in a tank role, I'll usually turn Stealth off so I am not having to fight against it. That leaves me with slightly less defense. (Although again, that won't be as big an issue after I5)
Which is the reason I decided to take Challenge instead of WC+Provoke. If you want to take more of a group role, you might want to avoid Stealth and go more with Provoke and Induce Panic. You're still scary, but flashy, loud and scary. :D
Of course, if you still solo primarily, then I'd go with Stealth. The one thing that's bugged me about Stealth, though, and is bugging me more and more, is that I have no intention of ever taking Invisibility or Phase Shift, and so I'm wasting one of my four Pool choices on a single power.
Jade_Dragon
07-20-2005, 05:53 PM
Heh. Just so you know, that was originally a short reply of the first three paragraphs. Then I had to go back and edit it... :D
The Widowed
07-20-2005, 09:57 PM
MA/SR/Stealth/Intimidate
Seriously, I've come to believe totally that I've GOT to describe him that way. :D Although with the nerfs in I5, Intimidate might not be as powerful as it was before. (Not that it probably won't still be a cornerstone of my defense)
I'm listening. :)
I've also described him as, "A Dark Scrapper without all that annoying Res and Heal... and noise."
That's worth an LOL, eh? :lol:
That does seem to be the case with the Dark powers: A lot of Dark Melee and Dark Armor involves taking a little bit of health from nearby enemies and giving it to you. These drain powers don't seem to do as much damage as, say, Martial Arts or the two swords, but at least they're healing you as you go. But I think I'm happier with being able to flatten the bad guys before they do enough damage to overmatch Dark Something's health boosts (or with not getting hit in the first place). And if I can do a good job staying near 100% health, Dark Whatsit isn't as useful as Martial Arts. The healing's still nice as insurance, though.
But yeah...the noise of concentrated darkness is very annoying.
One thing I can tell you, though, is that Quickness (unenhanced) counters Stealth's speed reduction.
Stealth just keeps looking better and better....
That was very important to me, and was the main reason I did the test. (And my test was the reverse of yours, I positioned myself at a location an exact distance away from a thumbtack, and timed how long it took me to reach it. I used a .5 mi distance, on that straight stretch of road in Steel Canyon leading to Blyne Square)
That seems to be a pretty good road too. But the best test road would probably be one which is completely uncluttered by either vehicles or villain spawns. I used the north-south road just west of the Gaspee in Founders Falls, and I wish I knew how many times I had to either wait for the cars to clear my side of the road or time my start just right so that the oncoming car would be in the other lane when I ran past. The roads around Perez Park were looking good until I realized that I might be frequently moving my thumbtack just to get around the random Skull and Hellion spawns. The roads in Dark Astoria weren't looking much better. And running along the tram tracks was a flat-out "no".
Maybe I should offer a reward to anyone who can find a half-mile stretch of straight road with neither vehicles nor mobs. I imagine that within a week it would be packed with CoHGurus running their own time trials. :D
Hurdle, likewise, also seems to be squirrelly. Sometimes putting an enhancement in it seems to have no effect, sometimes it does. I eventually confirmed that 3 SOs in Hurdle clears the Perez Park wall.
Hurdle...3 SOs...accursed thrice-damned Perez Park wall...got it. *jot jot jot*
Hurdle + CJ does, too, but that's too many Pools for me. Hurdle also gives you much more jumping distance, while CJ seems to mainly increase in height, not distance.
That might actually be CJ's trade-off. I had Combat Jumping only briefly. It does add to your leaping, but it also adds to your Defense...yet it's a beginning pool power, just like Hurdle is. So I imagine that Hurdle would indeed be the better of the two in regard to clearing obstacles, as Hurdle apparently does nothing at all for improving your defense.
You might also want to be careful that you're not hitting the run speed cap. I can't be sure about this, but I believe I heard somewhere that you can jump faster than you can run, at the cap. So you might not want to give up Hurdle after all.
Would you know if anyone has tested what the speed cap is for a SL39 yet? If nobody has, maybe I could test that tonight as well. Just six-slot Swift and/or Quickness (at the expense of other powers), then five-slot, then four-slot...and chart the results to determine exactly where the speed stops increasing (or, rather, where it starts decreasing).
Of course, if anyone else has already done this, they might as well save me the trouble. :)
As for Intimidate, I took Challenge instead of Warrior's Challenge to unlock it. It has less of a chance to hit, yes, but it still pulls even if you miss, so who cares? :D I suppose I might get "bad pulls" if I miss, and pulling 3 Bosses at the same time might be a problem, but so far I've managed to avoid that. So maybe I should have taken Warrior's Challenge, I don't know.
I've found that Warriors Challenge is treated just like any ranged attack in regards to range and accuracy. The only difference seems to be that when WC hits, it only aggros the one villain. And when it misses, it aggros the entire mob, just as you would aggro the entire mob if your Flares or Burst shots missed their mark. So I'm considering adding another Accuracy or two to WC. Are you referring to these same pull results when you use Challenge?
However, this is just me, but I think I would take EITHER Stealth or Provoke, but not both. They're essentially total opposites. While as you said, Provoke is going to help you draw fire in a group, and Stealth will help you solo, you're basically wasting one or the other depending on your situation. Although I suppose Stealth + Provoke might aggro a controlled group of foes on you while not alerting any nearby. Who knows, they might interact well.
If WC or Provoke overrules Stealth's "can't detect me" power, then Stealth could indeed be useful as a tanking power. The bad guys hear you heckling them, they kinda sorta see you and they start shooting or swinging in your general direction, but they're not able to aim all that well thanks to your l33t ninja hiding-in-shadows skills.
The thing is, I sort of see Stealth as an "anti-tank". Because I rely on its defense to an extent (this will probably change in I5, unfortunately) I always have it on. So in a group I don't see myself as drawing aggro. If I'm in a tank role, I'll usually turn Stealth off so I am not having to fight against it. That leaves me with slightly less defense. (Although again, that won't be as big an issue after I5)
From when I've used Stealth in the past (which wasn't long, I admit...about four or five missions' worth), I never observed enemies suddenly dropping aggro on me while I had Stealth on, even while in a team. It might be worth testing this further.
Which is the reason I decided to take Challenge instead of WC+Provoke. If you want to take more of a group role, you might want to avoid Stealth and go more with Provoke and Induce Panic. You're still scary, but flashy, loud and scary. :D
The only problem with that is that I would have to take another Presence power besides Provoke in order to access Induce Panic, just as I couldn't pick up Stamina unless I first had Swift and Hurdle, Swift and Health or Hurdle and Health. Other than that, Induce Panic doesn't look that bad.
Of course, if you still solo primarily, then I'd go with Stealth. The one thing that's bugged me about Stealth, though, and is bugging me more and more, is that I have no intention of ever taking Invisibility or Phase Shift, and so I'm wasting one of my four Pool choices on a single power.
Of course, if you're SL40-ish and you've picked so many powers out of your Primary and Secondary sets that you only have one Pool set, you might not be in any danger of running out of Pool choices. And that's not even bringing the Epic Pools into it. Maybe I should live a little here. :D
Kurai Inago
07-20-2005, 10:19 PM
Well, I hate to interrupt the SR talk. (I'm taking all that in for when I get a Respec) But I feel like I should post my build before it gets gimped to all oblivion. Then again, I don't know who'd use it seeing as the only MA/INV other than me that I've met was Tark... and he's gone.... Bah, whatever.
http://img.photobucket.com/albums/v703/kurai_inago/Build1.jpg
http://img.photobucket.com/albums/v703/kurai_inago/Build2.jpg
The Widowed
07-20-2005, 10:31 PM
Yah, I miss Tarkie too. :(
And when did you ever fight the Hamidon? You never told me. :think:
But what do I think of Sonic Star's build? Well, it's Ker-blammo.
http://img.photobucket.com/albums/v703/kurai_inago/Build1.jpg
Ker-blammo.
http://img312.imageshack.us/img312/892/Blam1.jpg
Ker-BLAMMO.
http://img312.imageshack.us/img312/9241/Blam2.jpg
Ker-BLAMMO!
http://img312.imageshack.us/img312/3842/Blam3.jpg
KER-BLAMMO!!!
Now fill up your Focus Chi slots, you slacker. :D
Jade_Dragon
07-20-2005, 11:03 PM
I used the north-south road just west of the Gaspee in Founders Falls, and I wish I knew how many times I had to either wait for the cars to clear my side of the road or time my start just right so that the oncoming car would be in the other lane when I ran past.
I went on the assumption that greater magnitude forgave the shifts in direction to avoid cars. And foes, although the spawns in Steel can't really hurt me. I was careful NOT to jump, however, as that changes the movement speed. At any rate, my runs were about two minutes to a minute and a half, compared to your ten seconds, so there was more "fudge" factor. Although in all honesty our error factor was probably about the same.
That might actually be CJ's trade-off. I had Combat Jumping only briefly. It does add to your leaping, but it also adds to your Defense...yet it's a beginning pool power, just like Hurdle is. So I imagine that Hurdle would indeed be the better of the two in regard to clearing obstacles, as Hurdle apparently does nothing at all for improving your defense.
Actually, Hurdle's jump height is a little less than CJ's jump height. CJ is a toggle, which means it can be knocked off, although the End cost isn't even significant. So I would say Hurdle's horizontal speed, as well as it being close to CJ's height, is its advantage.
I got a whole bunch of information from a post on the official board, I didn't remember where it was, but I can go look it up again. Here it is TopDoc's Complete Movement Guide (http://boards.cityofheroes.com/showflat.php?Cat=&Board=faq&Number=3086027&fpart=1&PHPSESSID=) Note that I tested this to make sure his numbers were not only correct, but enhanceable, so it only takes 2 SOs to clear that wall with CJ. :D Anyway, unless I miscalculated you should have been able to go about 373 yards in 10 seconds, so apparently you're pretty far from the cap.
I've found that Warriors Challenge is treated just like any ranged attack in regards to range and accuracy. The only difference seems to be that when WC hits, it only aggros the one villain. And when it misses, it aggros the entire mob, just as you would aggro the entire mob if your Flares or Burst shots missed their mark. So I'm considering adding another Accuracy or two to WC. Are you referring to these same pull results when you use Challenge?
In all honesty, I've never noticed. As Stealth keeps me from being "interrupted" by nearby groups, I don't really care if a pull goes bad or not. I'll just take out whoever comes at me. Plus, I suspect that Stealth actually reduces the aggro radius of an attack. So even a "bad" pull may not be as bad with Stealth. That's just a feeling, though, so don't quote me on it. And I have considered slotting Challenge with more Accuracy, to make it closer to Confront. (I believe Warrior's Challenge has like a 15% bonus to hit Confront 5%, and Challenge 0%, but that was ages ago, before the changes to Taunt and Confront)
If WC or Provoke overrules Stealth's "can't detect me" power, then Stealth could indeed be useful as a tanking power. The bad guys hear you heckling them, they kinda sorta see you and they start shooting or swinging in your general direction, but they're not able to aim all that well thanks to your l33t ninja hiding-in-shadows skills.
Well, as I understand it, Stealth has three components. One is that you can't be seen until you attack. So once you attack, taunt or otherwise let your target know you're there, the "stealth" is gone from his standpoint. He may lose you if you get far enough away, but he knows you're there, and so he looks for you. The Defense, supposedly, is intended to represent the fact that he still can't see you clearly. But with I5, that'll be suppressed when you attack, so I don't know what to make of that.
The second component is that even though you attacked Mr. Gullible, no one ELSE saw you do it. So anyone else in the aggro radius who would have been drawn by your gunshot isn't, and doesn't react. Mr. Gullible is the only one who can see you, and so he's the only one you have to deal with. This is similar to using a sniper attack to fire from outside of aggro range.
I suspect, although this might not be the case, is that Stealth also makes Mr. Gullible less likely to tell his friends that someone's skulking around. This may just simply be tactics, I know for instance to get out of range before he can fire, as that alerts his friends. However, it seems like my pulls gets smaller numbers of foes with Stealth, which may indicate that there is less of a chance of a linked foe to react. At least, I hope that's the case. :D
The only problem with that is that I would have to take another Presence power besides Provoke in order to access Induce Panic, just as I couldn't pick up Stamina unless I first had Swift and Hurdle, Swift and Health or Hurdle and Health. Other than that, Induce Panic doesn't look that bad.
Well, you would still want to get Intimidate, as it allows you to stack it on Bosses and Lts for better effect. So, Provoke, Intimidate, then Invoke Panic.
Of course, if you're SL40-ish and you've picked so many powers out of your Primary and Secondary sets that you only have one Pool set, you might not be in any danger of running out of Pool choices. And that's not even bringing the Epic Pools into it. Maybe I should live a little here. :D
Well, I've pretty much used up my Pools, so it's a real issue to me. I've got to have Health and Stamina, of course, even if it weren't the "must-have" of all the powergamers, there's just no way I can be a "skill-based" hero without Fitness. Stealth and Intimidate require Concealment and Presence, so there's three of my four, just from the concept.
Add to that that I REFUSE to have nothing but kicks. I've got to have a punch, and Tough is going to be useful besides, so my fourth is Fighting. The thing is, I REALLY want Teleport, I came up with the idea of hacking into the Emergency Teleporter for Bloodwolf, but I just can't drop anything else to take it. So I'm going to have to either give up my punch and make do with Cobra Strike, or stick with Quickness, Sprint and Elude as my travel powers.
Although if I could have made Bloodwolf as my original Staff/SR choice, I wouldn't need the punch. :D But I'd have to remake him anyway. (Although there's a Bloodwolf on Justice just waiting for that)
Jade_Dragon
07-20-2005, 11:13 PM
Well, I hate to interrupt the SR talk. (I'm taking all that in for when I get a Respec) But I feel like I should post my build before it gets gimped to all oblivion. Then again, I don't know who'd use it seeing as the only MA/INV other than me that I've met was Tark... and he's gone.... Bah, whatever.
Well, I like that you have Tough Hide. :D And slot it. Although as your only passive, I wonder about it. (Then again, it does protect against everything, unlike RPD, REn, and REl)
I just started a Claws/Inv Scrapper, and you can definately feel the difference in the defense. I'm trying to avoid TI, but she keeps getting clobbered, and it's hard to wait for Unyielding. By contrast, Blue Diamond was pretty friggin' indestructable just with two slots in RPD.
Takeda
08-17-2005, 12:52 PM
Hiya everybody,
I just started a Dark Melee/Dark Armor scrapper (up to level 8 now) and I'm trying to get my head around how to fit touch of fear in a bit sooner than I have it without compromising something else. Heh. So, without further ado, I'll post my build. It's set up as best I can tell for I5 (ie no CoF, no def enhancements in CoD, etc). Basically looking for general feedback as well (slotting, should I have taken shadow punch? No? It seemed sooo painful with just Smite and Shadow Maul). Anyways, thanks in advance!
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Dark Melee
Secondary Powers - Support : Dark Armor
01 : Dark Embrace damres(01) damres(3) damres(5) damres(7) damres(9) damres(13)
01 : Smite acc(01) dam(7) dam(11) dam(17) dam(19) dam(36)
02 : Shadow Maul acc(02) dam(3) dam(5) dam(9) dam(11) dam(15)
04 : Shadow Punch acc(04) dam(13)
06 : Hasten recred(06) recred(15) recred(17) recred(23) recred(46)
08 : Combat Jumping defbuf(08)
10 : Obsidian Shield endred(10) damres(34) damres(37) damres(37) damres(50)
12 : Murky Cloud endred(12) damres(19) damres(31) damres(31) damres(43) damres(46)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(25) endrec(27)
22 : Cloak of Darkness endred(22)
24 : Dark Consumption recred(24) recred(25) recred(29) recred(37) recred(50)
26 : Soul Drain recred(26) recred(27) recred(40) recred(48) recred(50)
28 : Dark Regeneration endred(28) endred(29) endred(31)
30 : Acrobatics endred(30)
32 : Midnight Grasp acc(32) dam(33) dam(33) dam(33) dam(34) dam(34)
35 : Oppressive Gloom acc(35) disdur(36) disdur(36)
38 : Death Shroud endred(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Focused Accuracy endred(44) endred(45) endred(45) endred(45) endred(46)
47 : Touch of Fear acc(47) thtdbf(48) thtdbf(48)
49 : Soul Transfer hel(49)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Takeda
08-23-2005, 07:06 PM
As I said in my previous post, I have been struggling to figure out how to get touch of fear in my build earlier. I had a stroke of genius... or madness depending on how you look at it. So... I know I want another attack in addition to Shadow Maul/Smite, so I can get a chain going. I know I'll want the leaping pool as a travel power. Why not take jump kick instead of combat jumping? The defense is getting nerfed out of it come I5 anyway... the only thing I'll miss is the immob protection. Doesn't one of the DA armors now have immob protection? I checked the brawl indexes of shadow punch vs jump kick and they're the same although Jump kick has a 3.0 second activation time vs 1.0 for shadow punch... but dropping shadow punch and combat jumping for jump kick would open up space for either 1) death shroud quite a bit earlier or 2) touch of fear quite a bit earlier. Anybody have any thoughts on this hare-brained scheme? Or am I crazy like a fox?
Graphite
08-29-2005, 07:49 PM
So, after last nights Urban Bushido Tournament and the epic Shining Phoenex vs. Wu Shu Warrior battle, I got the impression that people wanted to see my build. I decided to post it here instead of starting a new thread. It took a lot of trial and error getting to this point and a very long time for me to be happy with the character, both in terms of effectiveness and roleplay. I actually have two super reflex scrappers, each of which could be described at a blapper and scratank. He really doesn’t need “pimping,” but people are always welcome to make comments.
The detail to keep in mind is that Wu Shu (otherwise known as the Adept if we could use pistols) is built around two ideas: Fast Attacks and Staying Power. This build is Very much an endurance hog, especially if I run all the toggles plus practice brawler. However, I would rather have the defense, burn the end and get it back between battles. I feel I’m an experienced enough player to watch my remaining endurance, know the limits of my character and fight conservatively if need.
Build:
Char Name: Wu Shu Warrior
Security Level: 32
Primary Powerset: Martial Arts
Storm Kick- 5 Dam, 1 Acc
This Power is my Bread n Butter. Highest Damage, Recharges Fast and look cool while doing it.
Crane Kick- 3 Dam, 1 Acc, 2 Recharge
The 2 Recharge could be a source of Debate. However the two slots eliminate the need for Hasten. I’ve also found with this set up, Storm Crane Boxing make a good chain with little lag. On a rp note, I also feel that a Side Kick should do less damage then a Jumping Spinning Hook Kick.
Focus Chi- 1 Recharge
I use to have this heavily slotted with Recharges, but found that a Focus Chi once ever 25 odd sec was not worth the loss off damage slots on my attacks and end usage. Still good when you want that extra bit of damage or having trouble hitting things.
Cobra Strike- 1 Acc
One of the defining attacks of the MA set and very useful tool. Lts can’t hurt you if their dazed and I can drop them before it wears off. Don’t bother trying it on a boss, it takes two to stun them and goes away fast.
Dragon’s Tail- 1 Acc
This I consider a Defensive and Agro getting power. It never works into my chains due to the high end cost. Further more even 5 slotted damage, it wasn’t that great due to the “damage loss” from the knockdown proc compared to other scrapper AoEs. However the knockdown and AoE are still very useful at knocking a baddy on his rear, especially if they’re going after a squishy.
Eagle’s Claw- 1 Acc
Best Power in the Set. Can’t wait to get it Slotted. Nuff said.
Secondary Powerset: Super Reflexs
Focused Fighting - 1 End Redux, 5 Def
Focused Senses - 1 End Redux, 5 Def
The best two powers in the set for a long long time. Both proved 20% defense and with these slots I’m very close to the def cap for even con minions. The end drain is pretty bad and I decided to go with a Sgmates suggestion of adding one end redux (Jet Flash, maybe you know him). The big problem is what you get out of your slots. Since your defense is split between two powers, each only adds an effective 2% defense per slot. Still, it’s the best bang for your buck that I am going to get. Further more AoEs are a nightmare and I really wish that toggle was available BEFORE level 35.
Practice Brawler - 2 Recharge
2 Slots make it Perma. It’s Mez Protect and a required power. Nuff said.
Quickness – 1 Run Speed
This is my movement power. With the Quickness, Sprint, Swift, a scrapper can move on the ground as fast as an unslotted flight. It’s a nice option instead of spending two powers for movement or the slots for combat flight if you don’t mind the amount of time it takes to get anywhere (which even then isn’t that bad compared to oh WoW). However, I would not recommend it if you do not know the world map very well and I am considering getting a movement power for those nasty later level zones.
Power Pools
Fighting
To start, I feel the passive defenses in the SR powers to be worthless. They are low value so cannot be slotted well. Further more a passive 10%, 5 in I5, is not going to save your butt if your toggles drop. I really wish those powers would be replaced with something cooler and fun to use.
Boxing - 4 Dam, 1 Acc
This is my third attack. I do not have the damage to two shot minions, however I can easily 3 shot em fast. From a Rp perspective, I felt the MA set was too kickie anyway. A good lead into Weave and nice to have as a finishing move even in a lighting fast chain.
Tough – 1 End
A ten percent Resist is better than nothing. However, its not that great and I rarely use the power.
Weave – 1 Def
I have Weave for one reason and one reason only: SR sux. Now it is a good set and fun to play but it is very easy to “lose defense” when fighting lts, bosses and higher than your level baddies. In my mind, I use Weave as “con modifer” for when I’m hunting down lts or +2 foes. Further more, Weave has just as good of defense as both passives put together at the cost of Endurance. I would rather the combo of tough/weave over Agile/Dodge any day. As long as that is true I will keep the pool and manage my end better.
Fitness
Swifth – 1 Run Speed
Health – 1 Heal (It may be Hurdle, honestly I can’t remember but I think getting hurdle is what I did with Greux)
Stamina – 6 End Gain
Its always better to slot end gain over end redux in a power. Like it or not it’s a required power, especially one as a toggle heavy build as this one. Get it, slot it 6, nuff said.
Medicine
The biggest draw back to the Super Reflex Set is the Lack of a Self heal and is the only defense set where this is true. Combined with annoying frequency of getting two or the rare three shotted by unreliable defense is a recipe for disaster. After getting sorely owned on the Volcano Task Force and upwards of a quarter to half a level of debt from dying at least once per mission, I said: fk this, I’m trying the Medicine Pool. Ever since, I’ve never looked back and it is hands down the best decision I’ve ever made for the character.
Aid Other – 1 Heal
Around a 5-10 % emergency heal and once in a blue moon nice to have.
Aid Self – 2 Heal
First the Stats: around a 25% heal every 20 or so seconds. It recharges incredibly quick both in terms of recharge and interrupt time. I only wish I had the slots to make it that much better. The only down side is that it can be interrupted and each try it costs end, which make Dots a real nuisance. Amazingly the power works extremely well with Super Reflex and can easily be pulled off in combat even with a small group of baddies around you. If a character wants to have any sort of staying power, get it get it get.
Notes on Issue 5
I have tested this build on test and frankly could not tell the difference. My defense is still solid, the self heal is still usable in combat, and the damage gain to scrappers or power pool attacks really is not noticeable. I can still easily solo a group of 5 even con minions or 2 +2 Lts so am very happy.
Notes about the Tourney
First a quick bow to Shining Phoenex on a well fought contest. Frankly I’m stunned and thrilled that I survived so well against teh uber fire eng tank let alone being evenly matched. For those who were not there, round one was all powers no holds bared and we literally could not kill each other. Round two was no toggles, no mez protection, which turned into a long hard fight where eventually she got me. How did I survive so long? Aid Self, that power has saved me countless times with this being no exception. I also feel the reason “she got me,” was the interrupt time of Aid Self on top of the clear player skill. Many times I got hit by a disorient when the power popped, cause it to be interrupted and forcing me to take another round of high damage. Overtime it was just too taxing and she brought me down. I bow to the superior fight. And no, I still won’t blindly charge a high damage, auto hit fire patch.
:P
Hope you enjoyed the Read. Wow, that was a lot longer than I thought it would be.
skyhawke
10-10-2005, 02:16 PM
My new build for my scrapper. Until recently, I'd considered him too gimped to bring out of retirement but now, since everyone will be gimped, he might see some play again.
I've centered this around already being level 50 so, this probably isn't a great build to work on as you go. I went for the "less endurance used per attack/toggle is good while enhanced accuracy toggle takes care of me not missing" frame of mind. I'll miss the extra damage but, so will everyone else.
http://img.photobucket.com/albums/v94/bhamnite/stuff/newskybuild.jpg
skyhawke
07-11-2006, 09:06 PM
Ok, since I"ve come back to the game, I've redone some of my build..again. Right now, I'm at 20 and the build's both PvE and PvP powerful. Last night's solo whomping of a 6 man villain team drove that point home. ;)
Dull Pain taken early on is a big key to the build for the lower levels. Hard to drop a guy who does Scrapper damage with Tanker hitpoints. Add in that Air Superiority and Crane Kick take enemies off their feet and you can open up a can of whupfanny really quick before they can even fight back. :cool:
Name: Sky-Hawke
Level: 50
Archetype: Scrapper
Primary: Martial Arts
Secondary: Invulnerability
---------------------------------------------
01) --> Thunder Kick
* Accuracy(1)
* Damage(3)
* Damage(11)
* Damage(13)
* End Reduction(25)
* Recharge Reduction(40)
01) --> Resist Physical Damage
* Damage Resist(1)
02) --> Temp Invulnerability
* End Reduction(2)
* Damage Resist(3)
* Damage Resist(5)
* Damage Resist(7)
* End Reduction(19)
* End Reduction(40)
04) --> Storm Kick
* Accuracy(4)
* Damage(5)
* Damage(11)
* Damage(13)
* End Reduction(25)
* Recharge Reduction(37)
06) --> Air Superiority
* Accuracy(6)
* Damage(7)
* Damage(23)
* Damage(40)
* End Reduction(42)
* Recharge Reduction(43)
08) --> Crane Kick
* Accuracy(8)
* Damage(9)
* Damage(9)
* Damage(15)
* End Reduction(23)
* Recharge Reduction(37)
10) --> Swift
* Run Speed(10)
12) --> Dull Pain
* Recharge Reduction(12)
* Recharge Reduction(15)
* Recharge Reduction(19)
* Healing(43)
* Healing(45)
* Healing(45)
14) --> Fly
* Flight Speed(14)
* Flight Speed(17)
* Flight Speed(43)
16) --> Unyielding
* End Reduction(16)
* Damage Resist(17)
* End Reduction(34)
18) --> Health
* Healing(18)
* Healing(29)
* Healing(45)
20) --> Stamina
* Endurance Modification(20)
* Endurance Modification(21)
* Endurance Modification(21)
22) --> Resist Elements
* Damage Resist(22)
24) --> Resist Energies
* Damage Resist(24)
26) --> Dragon's Tail
* Accuracy(26)
* Damage(27)
* Damage(27)
* Damage(34)
* End Reduction(36)
* Recharge Reduction(37)
28) --> Invincibility
* End Reduction(28)
* Defense Buff(29)
* Defense Buff(31)
* Defense Buff(31)
* End Reduction(34)
* To Hit Buff(39)
30) --> Crippling Axe Kick
* Accuracy(30)
* Damage(31)
* Damage(46)
* Damage(46)
* End Reduction(48)
32) --> Eagle's Claw
* Accuracy(32)
* Damage(33)
* Damage(33)
* Damage(33)
* End Reduction(36)
* Recharge Reduction(36)
35) --> Focus Chi
* Recharge Reduction(35)
* Recharge Reduction(50)
38) --> Unstoppable
* Recharge Reduction(38)
* Recharge Reduction(39)
* Recharge Reduction(39)
41) --> Conserve Power
* Recharge Reduction(41)
* Recharge Reduction(42)
* Recharge Reduction(42)
44) --> Laser Beam Eyes
* Accuracy(44)
* Damage(46)
* Damage(50)
* Damage(50)
47) --> Focused Accuracy
* End Reduction(47)
* End Reduction(48)
* End Reduction(48)
49) --> Tough Hide
* Defense Buff(49)
---------------------------------------------
01) --> Sprint
* Run Speed(1)
01) --> Brawl
* Damage(1)
01) --> Critical Hit
* Empty Enhancement(1)
02) --> Rest
* Recharge Reduction(2)
---------------------------------------------
Harmakhet
07-17-2006, 06:15 PM
So I'm rebuilding Harmakhet over on Virtue for some guru grouping and decided to stick with a scrapper but mix it up a bit and have Broadsword as the primary.
Let me know what you think.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Scrapper
Primary: Broad Sword
Secondary: Regeneration
---------------------------------------------
01) --> Hack==> Acc(1) Dmg(3) Dmg(7) Dmg(17) Dmg(33) Rechg(36)
01) --> Fast Healing==> Heal(1) Heal(5) Heal(5)
02) --> Slice==> Acc(2) Dmg(3) Dmg(7) Dmg(21) Dmg(33) Rechg(37)
04) --> Reconstruction==> Heal(4) Heal(11) Heal(11) Rechg(13) Rechg(15) Rechg(17)
06) --> Combat Jumping==> Jump(6)
08) --> Quick Recovery==> EndMod(8) EndMod(9) EndMod(9)
10) --> Parry==> Rechg(10)
12) --> Dull Pain==> Heal(12) Heal(13) Heal(15) Rechg(19) Rechg(21) Rechg(23)
14) --> Super Jump==> Jump(14)
16) --> Integration==> Heal(16) Heal(19) Heal(23)
18) --> Whirling Sword==> Acc(18) Dmg(25) Dmg(25) Dmg(31) Dmg(34) Rechg(37)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22) Heal(42) Heal(46)
24) --> Build Up==> Rechg(24) Rechg(27) Rechg(29)
26) --> Disembowel==> Acc(26) Dmg(27) Dmg(31) Dmg(34) Dmg(36) Rechg(37)
28) --> Instant Healing==> Rechg(28) Rechg(29) Rechg(39) Heal(40) Heal(40) Heal(40)
30) --> Stamina==> Acc(30) EndMod(31) EndMod(34)
32) --> Head Splitter==> Empty(32) Dmg(33) Dmg(36) Dmg(39) Dmg(39) Rechg(43)
35) --> Stealth==> EndRdx(35)
38) --> Invisibility==> EndRdx(38)
41) --> Torrent==> Acc(41) Dmg(42) Dmg(42) Dmg(43) Rechg(43) Dmg(46)
44) --> Petrifying Gaze==> Acc(44) Rechg(45) Hold(45) Hold(45) Rechg(46) Acc(50)
47) --> Tenebrous Tentacles==> Acc(47) Acc(48) TH_DeBuf(48) TH_DeBuf(48) TH_DeBuf(50) Rechg(50)
49) --> Resilience==> DmgRes(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
jose1011
08-21-2006, 04:10 PM
Id take Body Mastery for Focused ACC, then get Tactics.
jose1011
08-21-2006, 04:11 PM
Thats only for a regen of course. As broad sword you cant waste time missing an attack with the Animation times.
Darknesse
08-21-2006, 07:57 PM
Hasten is far superior for DPS over tactics. Less end usage, and it allows you to shorten your attack chain to 3 attacks and a brawl, which increases your DPS further.
jose1011
08-21-2006, 08:44 PM
You really are starting to bug me. lol
The Mod Cone, Disembowel, and Head Splitter (this is for pvp of course) then what? Wait for recharge. I rather hit em all and let someone finish for me. On my BS/SR I waste Hasten on Elude, not for my attack chain. :P. Plus the end usage for a Regen doesnt matter. End is like a joke for them.
Darknesse
08-21-2006, 09:51 PM
Sigh..
So let me get this straight.
I confine my advice to the ATs and powersets I have alot of experience with, and I am annoying? From someone that spammed EVERY SINGLE ONE of the AT threads, I find that a bit insulting.
Here comes the Lesson:
With Hasten up:
Hack, Disembowel, Headsplitter, Brawl. Repeat. Maybe have to mix in Parry occasionally. I know I didn't because I had 3 Dam/Accs and 3 Rechg in it, but I believe that for the duration of Hasten, 3 acc, 2 DMG and 1 reachg (or 3 Dmg 2 Acc and 1 Rechg) was sufficent.
That's it. I have as much experience with a BS as anyone almost.
Impact
08-21-2006, 10:24 PM
Keep it to advice on the builds/powersets fellas. This is my personal mod-ville so none of the fussy stuff here. Period. :cool:
Grae Knight
08-22-2006, 11:08 AM
The main problem I had with Hasten on Grae Knight (BS/Invul) is endurance drain during long fights. I found myself sucking down lots of blues, so I dropped Hasten and opted for leadership pools for the increased damage. I still have to watch my end closely but not as bad as when I used Hasten.
Darknesse
08-22-2006, 03:24 PM
It depends on how you slotted everything else IMO. I slotted all of my armors with 2 end Redx at least (3 on the worst one), and was able to run Conserve Power when I needed to.
jose1011
08-22-2006, 05:52 PM
Also the attack slotting. Maybe if there is away to squeeze in an End Reducer things would be a little nicer. On my BS/SR I got a build with 1 Dam/ACC and 2 Damage, 1 End Reducer, and 2 Recharge. I didnt go with three Dam/ACC but I wanted the maximum output of damage on the attacks. I didnt go three recharge because I have Quickness with SR so I have that little extra recharge going on. Also I want you to know that I only have 4 Broadsword attacks. I may only take three later, not sure. I have the Gash, the Cone, Disembowl, and Head Splitter. I may just take those three, not slot the first one and go straight for slotting Energy Torrent and Laser Eyes because they can help with range but the still crit. Just Ill be gimp for Sirens. SR refreed me up to take a lot of things I wouldnt be able to before like fears. Dont need Superspeed and stuff like that with SR. If you cant go EndReducers in the attacks, definitely the armors.
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