Please comment on my build :)


Kioshi

 

Posted

Hey guys, just came back to the game after i13. So I made a DB/Elec scrapper because I love Elec Armor and haven't tried DB yet.

I'd like feedback on the build... It's for teaming, not sloing pylons and crazy stuff, so the IOs are all level 33 because of TFs and such. The 'lonely' IOs (such as the endmod in Stamina, the runspeed in swift, etc) will be level 50 of course. I want to run the BF-AV combo at higher levels.

Am I right in chasing the bonuses I've gone after? Basically max HP (hence the eradications) and regen, so with Energize my regen will skyrocket? I wish I could get more rech but most rech bonuses are 5% for PbAOEs and melee attacks so, well... Kinda hard and I don't know if I'll be able to afford purples later, my richest toon has like 800 mil and at the time you could purple out a toon with that, now I hear you can buy 4 pieces of a set with this money

Any suggestion will be very appreciated, like if there are better slottings for my attacks, if a defense build is worth it... Haven't tried it but it seems I'd have to sacrifice too much to get more than 30% melee or s/l def on this toon.

Btw since I restarted playing today and got her to level 10, I was so amazed by Ninja Run I'm considering switching super speed with the damage aura (I love them), and Ninja Run will be even better after L. Reflexes. I want to have a real travel power because AFAIK Ninja Run will be disabled in a master TF run right?

Ok, build below, thanks for any comments and suggestions!

Edit: changed power order to get L. Field and Grounded earlier because Ninja Run+Hurdle is just awesome

Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

01 DB Elec 2: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(7), HO:Ribo(17)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(13)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(15), HO:Ribo(15)
Level 6: Typhoon's Edge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), M'Strk-Dmg/EndRdx/Rchg(48)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(25), RechRdx-I(27)
Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(27)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- RgnTis-Regen+(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx(29), Numna-Regen/Rcvry+(37), Mrcl-Heal(39), Mrcl-Heal/EndRdx(39)
Level 16: Grounded -- S'fstPrt-ResKB(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), ExStrk-Dam%(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(31)
Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 24: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(31), Erad-Dmg(46), Erad-Acc/Dmg/Rchg(46), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dmg/EndRdx(48)
Level 26: Sweeping Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(42)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(42)
Level 38: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Focused Accuracy -- Rec'dRet-Pcptn(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50), Heal-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
------------
Set Bonus Totals:

  • 5,5% DamageBuff(Smashing)
  • 5,5% DamageBuff(Lethal)
  • 5,5% DamageBuff(Fire)
  • 5,5% DamageBuff(Cold)
  • 5,5% DamageBuff(Energy)
  • 5,5% DamageBuff(Negative)
  • 5,5% DamageBuff(Toxic)
  • 5,5% DamageBuff(Psionic)
  • 9,38% Defense(Energy)
  • 9,38% Defense(Negative)
  • 4,69% Defense(Ranged)
  • 5,4% Max End
  • 4% Enhancement(Heal)
  • 25% Enhancement(RechargeTime)
  • 30% Enhancement(Accuracy)
  • 10% FlySpeed
  • 336,3 HP (25,1%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9,35%
  • MezResist(Sleep) 8,8%
  • MezResist(Stun) 2,2%
  • MezResist(Terrorized) 2,2%
  • 20% Perception
  • 2,5% (0,04 End/sec) Recovery
  • 54% (3,02 HP/sec) Regeneration
  • 1,26% Resistance(Fire)
  • 1,26% Resistance(Cold)
  • 10% RunSpeed




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Posted

Consider Hurdle + Ninja Run. I'm moving over 60 mph with nothing but a single jump enhancement in the default slot in Hurdle. About the only reason I'll be taking a travel power from now on is if I need to slot additional Blessing of the Zephyr sets.

I haven't studied Electric Armor yet, but my guess is that you'll still want to get a lot of defense. Even if you only get 25% to 30%, that's still half of the attacks missing that otherwise would have hit. That's kind of like having twice as many hit points, and I know you're not getting THAT many hit point bonuses. Also, defense like that makes purple inspirations MUCH more effective, turning them into a crashless tier 9 god mode.


"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

 

Posted

Hmmm I'll check out the Mids numbers on Hurdle+NR and Swift+NR. I prefer running sometimes, I'm kinda lazy

Well Werner Elec is basically a normal resist set with a damage aura and a heal like Fire Armor. But it has great end recov tools (Energize gives an end discount and regen bonus for 30 sec, so ideally you'd want to perma Energize, but it's ona longish timer unlike Healing Flames), plus a recharge+runspeed bonus like SR. Oh, and it has capped energy res too, much better than fire's capped fire res (I'm level 10 and already have 52.6% nrg resistance with nothing slotted lol).

Well, if I build for defense, which kind do you recommend? It would drastically change my build if I ditch the regen bonuses, because then I wouldn't need PPerfection (elec gets PSink at 35 hence no end problems even with a single rech SO slotted, I have a 40ish stone/elec brute which was always an end hog before PS, and before we had Energize so I suffered till level 35 ). Then my focus would change to defense (melee I guess?) and recharge for getting Energize up more often, since Power Sink is already on a fast timer. I'll try to build something with lots of hp and some defense later when I stop playing, I just don't know if I build for melee, a mix of melee and ranged or s/l.

Well I guess s/l is not so good, I have a 35% s/l def fire/kin and he gets hit all the time when the mission has rikti, arachnos and stuff. The s/l def on this troller is more for pseudo-tanking when the damage is s/l and for the BM farm.


 

Posted

I'm more used to working on positional defense, but a lot of people like smashing/lethal. Certain enemy groups will, of course, tear you apart that way. Melee might be a little more consistent, in that most enemy groups have a mixture of melee, ranged and AoE attacks. But I don't know for sure.

Just throwing out nearly random numbers, but maybe shoot for something like 30% melee and 20% ranged and AoE. Something like that. You'll still get hit a lot, but it'll be enough less to make a significant difference, even if it often doesn't feel that way. I'd definitely take a look at typed defense too, though. If you can do 30% smashing/lethal and 20% FCEN, I'd think that would feel fairly similar. One advantage of positional, though, is that you can actually affect it. Having trouble but not enough to burn a purple? Use positioning or geometry to position them around you and hopefully make them switch to melee attacks.


"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

 

Posted

Thanks a bunch for the tip on NR+Hurdle Werner! The numbers are much better than NR+Swift. And I'll still get L.Reflexes (Quickness) at 28 to boost my runspeed anyway.

And yeah I prefer positional def too. I mean, if I have defense, I want to feel like I have it all the time. On my 35% s/l def fire/kin I know I can't go crazy depending on enemy type, but he's a troller, I played him from 1 to 50 when leveling was hard so I don't mind adjusting. I wouldn't like tht kind of limitation on a scrapper if I build for def, so melee def it is, with some ranged and maybe AoE. I don't remember any AoE giving me much trouble onmy 50 dm/da scrapper (no tough, no defenses either) and IIRC s/l ranged attacks do not hit that hard right? After all my nrg res will be capped soon. I only had trouble with ranged attacks from elec outcasts who drained my end but I'll eventually have Stamina and end drain resistance.

I do feel I'll want defense anyway, this is the first scrapper that I make that is good at both AoE and taking out bosses so even at level 10-14 I just charged into the 8-man team mob, used BF - Typhoon's Edge - Sands of Mu to hit 3/5 mobs with SM (which will of course be replaced later with DB's great 90 degree cones), and ST attacks later on bosses. I never died, but only because of good support. I'm used to being the boss/threat killer on my 50 meleers (Em/Nin Stalk and DM/DA scrap), but DB/Elec seems like a perfect combo to jump into mobs and let loose, AND kill bosses too (unlike say, Spines or DM/EM which are good at one or the other). I also have a 50 elec/stone brute, but I hate elec melee, it takes forever and a day to kill bosses even at good fury (I tested this in Cimerora, out of Granite, my DM/DA was faster on the invincible missions killing one by one than my ELM brute with good fury - without granite so I could test this with no penalties - hitting all the mobs at once b/c the bosses took so long... I even drained some before killing them)

Well back to Mid's to see what I can take out for Weave and C. Jumping any build suggestions would be awesome! I hope I don't have to use Touch of Death on Blinding Feint


 

Posted

Lol @ replying to myself, but here's another try... 140 less hp (with accolades), almost no regen but better recharge and m/r/aoe defs at 35.4/19.1/13.5 and s/l at 28.2:

Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

01 DB Elec 3: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed

Hero Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(50)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(13), Achilles-ResDeb%(15)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(17)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 10: Static Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Grounded -- ResDam-I(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
Level 24: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- Empty(A)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(48)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(45)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43), LkGmblr-Def(45)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), Zephyr-Travel/EndRdx(46), Zephyr-Travel(46), LkGmblr-Def(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 19,6% Defense(Smashing)
  • 19,6% Defense(Lethal)
  • 3,94% Defense(Fire)
  • 3,94% Defense(Cold)
  • 8,63% Defense(Energy)
  • 8,63% Defense(Negative)
  • 3% Defense(Psionic)
  • 26,8% Defense(Melee)
  • 10,5% Defense(Ranged)
  • 4,88% Defense(AoE)
  • 40% Enhancement(RechargeTime)
  • 43% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 195,8 HP (14,6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 5,5%
  • MezResist(Immobilize) 12,7%
  • MezResist(Sleep) 3,85%
  • MezResist(Stun) 8,25%
  • MezResist(Terrorized) 2,2%
  • 1,5% (0,03 End/sec) Recovery
  • 20% (1,12 HP/sec) Regeneration
  • 2,21% Resistance(Fire)
  • 2,21% Resistance(Cold)
  • 10% RunSpeed




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Posted

Can I have some help please? I'm trying to tweak this last build, all I could do is switch the hami acc/dam in Ablating Strike for a lvl 50 C.Impact acc/dam/rech.

Am I okay with gutting my regen so much? Should I go for 23%ih ranged and dropping melee from 35.4% to 32ish, by swapping a ToD set with a Mako's?

I hit 22 on her tonight, yeah taking it a bit slow (but my god on my first toon in i9, teaming all the way, it took like a week of hardcore playing to get to 20, now I got to 22 in 2 sessions, 4 hours and 6 hours).

Please, any help would be welcome, I know Elec Armor very well, what I don't know are how much regen matters, if my defense numbers are good enough... I only have two defense toons, a softcapped /nin stalker (obviously I'd go for softcap in a defensive set) with almost no regen and a fire/kin with 35% s/l def who clearly could care less about regen).


 

Posted

Quote:
Originally Posted by Kioshi View Post
Please, any help would be welcome, I know Elec Armor very well, what I don't know are how much regen matters, if my defense numbers are good enough... I only have two defense toons, a softcapped /nin stalker (obviously I'd go for softcap in a defensive set) with almost no regen and a fire/kin with 35% s/l def who clearly could care less about regen).
I'm afraid I can't comment on the build in detail atm, but generally speaking about def/res and regen:

Enhancing your regen gives you much lower returns than +hp does for your hp/sec but as Werner said getting defense will make you much sturdier than +regen or +hp will.

Way back when IOs first came out I had a Fire Tank who I got to about 20-25% M/R/AoE defense and it was a night-and-day difference. If I redid it today I'd skimp more on Ranged/AoE and get more Melee defense since that's where the hardest hitting stuff is. Ranged attacks and AoEs tend to be the smaller or DoT attacks which your regen is better suited to taking care of.

I'd say aim for 25ish melee, 20ish ranged and you could get away with 15-20ish AoE.


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Posted

Quote:
Originally Posted by Silas View Post
I'd say aim for 25ish melee, 20ish ranged and you could get away with 15-20ish AoE.
Thanks Silas, Werner said something like that too, just wanted more confirmation since the high end resistance builds I see usually have more ranged def (but they're usually katana/BS to help with melee def), anyways this is a teaming build, not an AV/pylon soloer. In the last build I posted I have m/r/aoe at at 35.4/19.1/13.5 and s/l at 28.2, this 28.2 s/l should help with a lot of ranged attacks, since fire/cold is rare (I think lol) and ranged energy is kinda weakish, and I just absorb it anyway (I dove in spawns of clockwork for an 8-man team yesterday in a Synapse at level 18, I was the only melee, already capped nrg res with DOs. I died only once in the entire TF because I tok too long to click a green insp and I was alone because the team was far away, we had only an unreliable kin for heals (well at least I was always SB'ed). My only weakness would be negative, low resists on elec and the annoying -tohit.

Yesterday on the Synapse, with SB and the sonic ring of dooooom, I felt like an IO'ed out high-damage scrapper, I felt this combo could even be a somewhat decent farmer (not a top one, but still).


 

Posted

I'll be watching this thread, I put together something with 41% melee, 26.1 S/L others 11-15 (AoE 18) but with resists up at 60 for neg 69 S/L/psi and 73.5 F/C of course capped to energy. Only weakness is to toxic.

Can't make up my mind whether to have fitness pool or CP/PP and a proper travel power (or maneuvers which would get me close to the cap for melee).

Mine is in the high 20s atm.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I don't have time for more than a brief glance, but those defensive numbers look quite good to me. Power Sink should have endurance covered. You don't have the recharge in Blinding Feint for Blinding Feint -> Attack Vitals when Hasten is down. It's easy enough to add Power Slice at the end, but it would annoy me, particularly when you're so close to having enough, 5.5 seconds when you need 5.28. Achilles' Heel in Ablating Strike, good. 1802 hit points with that defense and resistance should be plenty for most things.

Is it OK to gut regen so much? I think so. You have a self heal and access to greens. Energize gives a big bump to your regeneration for the over 50% of the time that it can be up. You should be fine.

Drop melee to raise ranged? I wouldn't. The numbers I tossed out were just a rough guess as to what could be achieved without major sacrifices elsewhere, not a specific hard target. The higher melee gets, the more valuable it is, the more I'd choose it over ranged and AoE, particularly when your smashing/lethal defense is so meaningfully high. Keep the melee defense.


"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
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Posted

You could pull a slot from weave and stick it into SS for the set of BoZ and switch doc'ed wounds to Mirical for extra AoE if you really wanted to edge it. Then take out the def/end LotG and replace it with a cyto or lyso Hami-O. (I dont care about the extra 9% acc and the hami will sacrifice some health). Or if you want more ranged, put the extra weave slot in energize and slot Numinas.

Id also put the steadfast unique in grounded and slot another reactive armour (not sure if that means much to you for the KB protection; on my kat/elec it means nothing)


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AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by Minotaur View Post
I'll be watching this thread, I put together something with 41% melee, 26.1 S/L others 11-15 (AoE 18) but with resists up at 60 for neg 69 S/L/psi and 73.5 F/C of course capped to energy. Only weakness is to toxic.
Wow how did you manage to get all those resists, especially 60 to neg, 69 to s/l and near capped f/c (not that I care much about f/c)? Is it a Tanker with PvP IOs or something?

Quote:
Originally Posted by Werner View Post
I don't have time for more than a brief glance, but those defensive numbers look quite good to me. Power Sink should have endurance covered. You don't have the recharge in Blinding Feint for Blinding Feint -> Attack Vitals when Hasten is down. It's easy enough to add Power Slice at the end, but it would annoy me, particularly when you're so close to having enough, 5.5 seconds when you need 5.28. Achilles' Heel in Ablating Strike, good. 1802 hit points with that defense and resistance should be plenty for most things.

Is it OK to gut regen so much? I think so. You have a self heal and access to greens. Energize gives a big bump to your regeneration for the over 50% of the time that it can be up. You should be fine.

Drop melee to raise ranged? I wouldn't. The numbers I tossed out were just a rough guess as to what could be achieved without major sacrifices elsewhere, not a specific hard target. The higher melee gets, the more valuable it is, the more I'd choose it over ranged and AoE, particularly when your smashing/lethal defense is so meaningfully high. Keep the melee defense.
Thanks Werner, I'll keep the melee def, ranged attacks don't do extreme damage at least in my limited experience with resist melee toons (basically a 50 DM/DA and a 37 SM/Elec Brute). Any suggestions to up my rech so I can get to the BF-AV chain, except using purples? When I left the game I had cash to purple out a toon (800 mil I still have on a defender) but well... nowadays 800 mil can barely afford a damage set right lol.

Well If all that I need to chain this combo is lower rech on BF it can be done by a suggestion I just saw below

Quote:
Originally Posted by Kractis_Sky View Post
You could pull a slot from weave and stick it into SS for the set of BoZ and switch doc'ed wounds to Mirical for extra AoE if you really wanted to edge it. Then take out the def/end LotG and replace it with a cyto or lyso Hami-O. (I dont care about the extra 9% acc and the hami will sacrifice some health). Or if you want more ranged, put the extra weave slot in energize and slot Numinas.

Id also put the steadfast unique in grounded and slot another reactive armour (not sure if that means much to you for the KB protection; on my kat/elec it means nothing)
Very nice suggestions only problem is that with Numinas I can't max recharge on Energize like D. Wounds, although I love Numina bonuses (big +HP and +ranged def). And I'd lose 5% recharge global. I'll test your Weave suggestion tho, I don't care about the 9% acc either. Anyway taking a slot outta weave might be good for more recharge on blinding feint, since Werner said I need 5.28 seconds, I can bring it down to 4.77 with a rech IO in the 6th slot. I'd lose 0.2% def, from 35.4 to 35.2 in melee for example but I think it's worth it to be able to chain BF-AV like Werner said.

I actually considered putting another set of Reactive Armors but the bonuses are tiny (0.63%) and I got KB'ed a lot in the past on my SM/Elec Brute while in the ground, but standing on a ledge or on irregular floor like caves (a lot of people said that too at the time, about Grounded not working very well), it was before we had Energize, well, before we had blueside elec armor, maybe they fixed that? The 3 steadfasts give me a nice HP bonus as well...

And thanks a bunch for the replies, I was starting to think nobody played elec armor blueside lol. Haven't seen another yet in 22 levels of teaming in Virtue.


 

Posted

I'm not sure how attached you are to hasten and SS, but you could drop them and add Manuevers and Tactics from the leadership pool and grab yourself more defense. Three slot all of your LoTG sets and then another set in Manuevers including the +recharge one. Slotting tactics with Gaussains will get you some more defense as well.


 

Posted

Quote:
Originally Posted by Kioshi View Post
Wow how did you manage to get all those resists, especially 60 to neg, 69 to s/l and near capped f/c (not that I care much about f/c)? Is it a Tanker with PvP IOs or something?
It looks like the latest update to MIDS has utterly screwed things up.

What's showing as my totals does not relate to what it shows the constituent parts at which seem to be the right numbers.

I should be at the basic Elec armor + tough values except for fire/cold resist to which I have +4.4%.

Manually checking the defence, that seems right, weave + CJ + 5x3.75 (ToD/Oblit)+steadfast +3x2.5(Ti arm) +2x1.875(multistrike).


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Whisky_Jack View Post
I'm not sure how attached you are to hasten and SS, but you could drop them and add Manuevers and Tactics from the leadership pool and grab yourself more defense. Three slot all of your LoTG sets and then another set in Manuevers including the +recharge one. Slotting tactics with Gaussains will get you some more defense as well.
The only reason I'm attached to Hasten is Energize, especially since Werner commented I can do the BF-AV combo outside of it just lowering my BF recharge, which I've done. But adding Maneuvers surely helps, didn't put Tactics due to lack of slots for Gaussian so I replaced SS with SJ to keep the extra ranged def. Totals would be 38.4 melee / 22.2% ranged / 16.5% AoE with 31% s/l def, a bit more because since Weave, CJ and Maneuvers are late in the build there's no point in using lvl 33 IOs right?

But good call, I'll see how much I need Hasten as I play because I just got Energize and Hasten is theoretically my 47 power only.

Build with Maneuvers + 6th slot in BF:

Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

01 DB Elec 3: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(50)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), Achilles-ResDeb%(15)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(17)
Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(45)
Level 10: Static Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Grounded -- ResDam-I(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
Level 24: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Boxing -- Empty(A)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(48)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(45)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), Zephyr-Travel/EndRdx(46), Zephyr-Travel(46), LkGmblr-Def(50)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 19,6% Defense(Smashing)
  • 19,6% Defense(Lethal)
  • 3,94% Defense(Fire)
  • 3,94% Defense(Cold)
  • 8,63% Defense(Energy)
  • 8,63% Defense(Negative)
  • 3% Defense(Psionic)
  • 26,8% Defense(Melee)
  • 10,5% Defense(Ranged)
  • 4,88% Defense(AoE)
  • 47,5% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 210,8 HP (15,7%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 5,5%
  • MezResist(Immobilize) 12,7%
  • MezResist(Sleep) 3,85%
  • MezResist(Stun) 8,25%
  • MezResist(Terrorized) 2,2%
  • 1,5% (0,03 End/sec) Recovery
  • 30% (1,68 HP/sec) Regeneration
  • 2,21% Resistance(Fire)
  • 2,21% Resistance(Cold)
  • 10% RunSpeed


 

Posted

Quote:
Originally Posted by Minotaur View Post
It looks like the latest update to MIDS has utterly screwed things up.

What's showing as my totals does not relate to what it shows the constituent parts at which seem to be the right numbers.

I should be at the basic Elec armor + tough values except for fire/cold resist to which I have +4.4%.

Manually checking the defence, that seems right, weave + CJ + 5x3.75 (ToD/Oblit)+steadfast +3x2.5(Ti arm) +2x1.875(multistrike).
Minotaur, the last update had a warning to download the program directly from the site and not from within the program. I did update from the program and it was all screwed up too, so I uninstalled it and downloaded it again, working fine now


 

Posted

Quote:
Originally Posted by Kioshi View Post
Minotaur, the last update had a warning to download the program directly from the site and not from within the program. I did update from the program and it was all screwed up too, so I uninstalled it and downloaded it again, working fine now
Which I did.

Actually all the update did was to randomly turn PvP mode on, now gives the right lower numbers.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Oh I thought you had ignored the warning like i did lol.

When I downloaded it correctly it also started up showing PvP numbers.


 

Posted

Oh well back to the drawing board to see if I can still get some decent ranged def since the BoTZs are getting nerfed. Didn't feel like playing the game today but at this pace I'll be 50 in less than 2 weeks I think. When I started playing in i9 it took me 3 months to get my 1st toon to 50, and playing a LOT every day lol.

Edit: here we go, about the same melee def as before maneuvers (35.1%), ranged at 20.1%, AoE at 17%, but no Hasten

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