Please advise me on what talent to take
Do you have Siphon Life? It was buff about a year ago and it is now one of your best attacks. it does great damage now and give you a ok heal. If you slot it right it is really good. So if you don't have it I would say take that.
Sorry, I should have done this to begin with. This is a rough copy of my current build. some of the enhancement slots are wrong, but doing it from memory atm. I know I took several powers that most would advise me not to have, but for the time being please disregard my idiocy.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 29 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Concealment
Hero Profile:
Level 1: Smite
- (A) Accuracy
- (3) Accuracy
- (5) Damage Increase
- (7) Damage Increase
- (9) Damage Increase
- (11) Recharge Reduction
- (A) Healing
- (13) Healing
- (A) Accuracy
- (3) Accuracy
- (5) Damage Increase
- (7) Damage Increase
- (11) Damage Increase
- (13) Recharge Reduction
- (A) Endurance Modification
- (25) Endurance Modification
- (25) Endurance Modification
- (A) Accuracy
- (A) Theft of Essence - Healing/Recharge
- (9) Theft of Essence - Accuracy/Healing
- (A) Healing
- (A) Run Speed
- (A) Healing
- (15) Healing
- (15) Healing
- (A) Healing
- (17) Healing
- (17) Healing
- (A) Accuracy
- (19) Accuracy
- (19) Damage Increase
- (29) Damage Increase
- (A) Endurance Modification
- (21) Endurance Modification
- (21) Endurance Modification
- (A) Resist Damage
- (23) Resist Damage
- (23) Resist Damage
- (A) Healing
- (A) Accuracy
- (27) Accuracy
- (27) Damage Increase
- (29) Damage Increase
- (A) Defense Buff
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Sorry, I should have done this to begin with. This is a rough copy of my current build. some of the enhancement slots are wrong, but doing it from memory atm. I know I took several powers that most would advise me not to have, but for the time being please disregard my idiocy.
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Siphon Life is an attack, especially since you're playing a */Regen and don't need the heal very much, if at all. Take it asap and slot it as an attack.
Dark Consumption isn't an attack. The damage it deals is incidental. What you need to do is get the recharge down as low as possible so it can do its job and get you back endurance when you need it. Accuracy isn't needed until later because you only need to hit 4 targets in order to completely fill your endurance. End Mod is simply useless.
Reconstruction is an incredibly powerful power and provides a great deal of your baseline survivability. You should have taken it early on and slotted it up.
Resilience is another utterly useless power. It's a passive that provides so little resistance you'll never notice it and a pittance of stun protection that is only useful in a single instance of the game that can be easily avoided. Don't take it until you have a power choice to waste and don't ever slot it up.
Health from the Fitness pool does not bear slotting, nor does Fast Healing, but especially not Health. Health provides less +regen than FH and yet you decided to enhance Health more than FH. That's just filled with facepalm. Also concerning the Fitness pool, you have friggin' QR. It's more powerful than Stamina and you get it at level 4. You should have slotted it up first, not to mention that you don't even need Stamina until your 30s to late 40s because a */Regen's endurance costs aren't large enough until you have a good deal of other toggles and attacks in order to make the investment worthwhile. The fact that you took Dark Consumption means you can delay Stamina even more so.
Here's an SO leveling build that should do you much better if you feel the need to respec. If you don't, simply look at what I did and attempt to emulate it as best you can.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Acc(A), Dmg(3), Dmg(13), Dmg(21), RechRdx(23), RechRdx(31)
Level 1: Fast Healing -- Heal(A), Heal(40), Heal(40)
Level 2: Shadow Punch -- Acc(A), Dmg(3), Dmg(13), Dmg(21), RechRdx(23), RechRdx(33)
Level 4: Quick Recovery -- EndMod(A), EndMod(5), EndMod(5)
Level 6: Reconstruction -- Heal(A), Heal(7), Heal(7), RechRdx(15), RechRdx(15), RechRdx(33)
Level 8: Siphon Life -- Acc(A), Dmg(9), Dmg(9), Dmg(27), RechRdx(27), RechRdx(33)
Level 10: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(19), Heal(19), Heal(36)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Integration -- Heal(A), Heal(17), Heal(17)
Level 18: Dark Consumption -- RechRdx(A), RechRdx(37), RechRdx(39), Acc(43)
Level 20: Boxing -- Acc(A)
Level 22: Tough -- ResDam(A), ResDam(37), ResDam(37)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Soul Drain -- RechRdx(A), RechRdx(29), RechRdx(29), Acc(40)
Level 28: Instant Healing -- RechRdx(A), RechRdx(31), RechRdx(31), Heal(50), Heal(50), Heal(50)
Level 30: Hurdle -- Jump(A)
Level 32: Midnight Grasp -- Acc(A), Dmg(34), Dmg(34), Dmg(34), RechRdx(36), RechRdx(36)
Level 35: Health -- Heal(A), Heal(45), Heal(46)
Level 38: Moment of Glory -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Focused Accuracy -- EndRdx(A), EndRdx(42), EndRdx(42), ToHit(42), ToHit(43), ToHit(43)
Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(46), Heal(46), Heal(48)
Level 47: Stamina -- EndMod(A), EndMod(48), EndMod(48)
Level 49: Resilience -- ResDam(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
This leaves me with the options of taking shadow punch for a quick +to hit and six slotting it asap
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, taking Air Superiority for a -flight attack |
or even taking flurry for the damage (Mids has this as the highest damage of the three..71.6 smashing to 62.6 smashing from air superiority or 57.8 mixed shadow/smashing from shadow punch..which is wierd cause I've always thought flurry was supposed to be inferior..was it changed I guess?). |
Because you can't use another attack until the one you're currently using finishes, the more important metric than the amount of damage an attack deals in a single activation (which is what Mids' lists) is the amount of damage an attack deals per time period of activation. The general time frame used is one second, so most people simply put everything within the context of damage per activation second (DPA). Shadow Punch has a base DPA of 54.7, AS has a base DPS of 36.5, and Flurry has a base DPA of 21.7.
Flurry has atrocious DPA, and AS is only valuable because it gives you decent mitigation. For out and out damage, Shadow Punch should be your choice without question.
Siphon Life IS your third attack. It should be slotted as such, and used routinely, not just when you need a heal. Mind you, if you have those two IOs in it, don't just throw them away. Just add more accuracy and mostly damage to it with new slots. Healing enhancement isn't a bad thing; it's just a lower priority than damage.
Dark Consumption and Soul Drain, on the other hand, should not be considered attacks. They're utility powers. They should be slotted with recharge instead of damage.
Honestly, you ARE short on attacks, but I still might consider picking up Hasten at 30 instead of another attack. As I said, Siphon Life is your next attack, and just needs to be slotted up. Plus Hasten will bring the attacks you have back faster. Then pick up Midnight grasp at 32. Then POSSIBLY Shadow Punch at 35, but you can see how things are going, and you might not need it. Three recharge in Hasten, and other slots get devoted to your attacks until they're full. Then probably Reconstruction (3 heal, 3 recharge) and Dull Pain (3 heal, 3 recharge).
When Hasten is up, I'd probably do this chain:
Smite -> Midnight Grasp -> Siphon Life -> Smite -> Shadow MaulTo do that with Hasten up, you only need a single recharge IO in Smite, and a single recharge IO in Midnight Grasp. The others don't need recharge except for when Hasten is down. You'll still probably want some for when Hasten is down. When it's down, probably just click on whatever's available. Or add Shadow Punch to fill in the gaps. That's why I'm saying only maybe to Shadow Punch. You may be happy enough without it.
If you want to get a little more advanced, once your attacks have slots, go buy a bunch of cheapo, multi-aspect IOs on the market, and frankenslot your attacks for enhancement values with no regard to set bonuses. In particular, you should be able to significantly raise the recharge while significantly reducing the endurance requirements, and allow yourself to run that chain pretty well even while Hasten is down. As for required recharge, you want +82% in Smite, +93% in Midnight Grasp, +27% in Siphon Life and +19% in Shadow Maul. Only the first two are going to be much of a challenge while frankenslotting, and they're still doable.
Those things done, you'll probably find both your survivability and damage output significantly improved. I don't think your build is ideal, but I also don't think it warrants a respec at this point. You can just fix it as you grow through the next five or so levels.
I wouldn't worry about closing the distance on flying foes. They'll usually close with you anyway, and if they don't, just duck behind a corner to force them over to you. Air Superiority IS a good attack, but probably not worth taking unless you wanted to be a flier. Do NOT take Flurry. It isn't the overall damage that's important, it's how QUICKLY you can put out that damage. Flurry takes over three seconds, which is an eternity. It is NOT a good attack. Although it's still not the "right" number, the best number to look at on your attacks is the DPA, damage per activation second. It's at least a good way of ballparking how much an attack will help your damage output.
Unless you're PvPing, don't take Confront.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Dark Consumption and Soul Drain, on the other hand, should not be considered attacks. |
I know it's not relevant for the current discussion, but I thought I'd throw that out there. Werner is correct about those two powers as far as a scrapper is concerned, if you choose to try a DM brute, then my thoughts here will have more merit.
I have taken Confront on a PvE character before, but I had a good reason for doing so. I hit level 49 on an ITF and the main tank was a Shield Defense. I knew the autohit nictus would shred him, so I took Confront at 49 to keep it focused on me. A Dark Armor scrapper can handle the autohit's negative energy damage a LOT better than a Shield tank.
I burned a respec to get rid of it as soon as I could. It has it's uses, but 99.9% of scrappers are better off not taking it.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Hello all,
I recently came back to CoH after a break and started playing my dark/regen scrapper again and I'm loving it once again. However I just reached level thirty and am having a hard time deciding on what power to take. I respeced him already and made a few mistakes here and there (to much regens to little attacks or defense.) Now at thirty I have two basic attacks shadow maul and smite (didn't read forums first). I'm finding I can really use a third attack, but I would also like to have the ability to close distance on flying foes as well. This leaves me with the options of taking shadow punch for a quick +to hit and six slotting it asap, taking Air Superiority for a -flight attack or even taking flurry for the damage (Mids has this as the highest damage of the three..71.6 smashing to 62.6 smashing from air superiority or 57.8 mixed shadow/smashing from shadow punch..which is wierd cause I've always thought flurry was supposed to be inferior..was it changed I guess?). The other option I was thinking of was taking the Confront skill from Dark Melee for the -ranged. Could anyone give me a some advice on which of these to take please?
Thanks in advance for the help!