A
Soloist’s Guide to
Dark Melee/Regeneration Scrapper:
The First 38
Levels in
Issue 6
Dark
Melee/Regeneration is, bar none, the most fun I’ve had
playing City of Heroes. What
the combination
lacks in impressive damage numbers, ranged attacks, and defense, is
more than
made up for by the sheer effectiveness of the combination. I stumbled
into this
combination by reading a variety of guides; by nature, I tend to like
blaster
and controller types. I usually prefer to fight at a distance rather
than the
up front in-your-face style of game play that defines scrappers and
tanks. When
I read some scrapper guides for the heck of it, I became intrigued.
Many of the
existing guides provide outdated information with how some of the
powers work
in Issue 6. In addition, the slotting advice that the older guides
provide
doesn’t reconcile with Enhancement Diversification.
I’ll provide a little
advice on how to level up, but there is no one right way, this is a
pretty
flexible combination.
Dark Melee
Primary
Powers:
I
don’t
like several of the Dark Melee primary powers that much. But there are
a few
key powers that make Dark Melee synergize really effectively with
Regeneration,
especially for a solo type player. None of the Dark Melee attacks are
particularly spectacular in terms of damage, even with enhancements.
But when
combined with critical hits and Soul Drain at 26, you will occasionally
get a
spectacular hit.
Shadow Punch:
Power Level:
1
Endurance Cost: 4.37
Activation Time: 0.57
Recharge Time: 3
Range:
5 (Melee)
Effects:
1.39 Negative Energy
0.93
Smashing
2.33
Overall Damage
Also
debuffs target accuracy:
-5%
Shadow
Punch is a basic attack; quick, decent recharge, not impressive in
damage,
particularly in the later levels. I don’t particularly like
this power, mainly
because the damage just doesn’t stack up well in the future.
The Negative
Energy component is good; most enemies will not mitigate it much. It
does debuff the
enemy’s accuracy and the debuffs stack with
other Dark Melee attacks. There
are alternatives, namely Boxing, Flurry, or even Siphon Life. I
didn’t find any
of the alternatives to fit really well with my play style, so I went
with
Shadow Punch. If you choose to take this, you will be using it
regularly, even
if the damage seems light later on. Fairly low endurance cost.
Smite:
Power Level:
2
Endurance Cost: 6.86
Activation Time: 0.97
Recharge Time: 6
Range:
5 (Melee)
Effects:
2.78 Negative Energy
0.89
Smashing
3.67
Overall Damage
Also
debuffs target accuracy:
-5%
Smite will
be your mainstay single target heavy hitter. Quick
activation, moderate recharge, moderate endurance, and good damage.
Debuffs the
enemy’s accuracy and the debuffs stack with
other Dark Melee attacks.
Shadow Maul:
Power Level:
2
Endurance Cost: 8.53
Activation Time: 3.07
Recharge Time: 8
Range:
5 (Narrow 5 Degree Cone)
Effects:
4 ticks @ 0.75 Negative Energy
4
ticks @ 0.75 Smashing
6.0
Overall Damage
Also
debuffs target accuracy:
-5%
Shadow Maul
has a moderate activation time, moderate recharge, good damage. The
endurance
cost is on the upper end of your primary attacks. This power requires a
little
bit of skill (or maybe a little bit of luck) in positioning to use
effectively.
You may find yourself trying to line up an attack to hit two or more
enemies
with the narrow cone and spending too much time instead of just
attacking. When
you get the hang of it, you’ll be hitting multiples on a
regular basis. Just
don’t get yourself pummeled too much trying to line up an
attack! When
attacking Clockwork’s, this power is particularly great at
wiping out the
little Gears that spawn when a boss dies. Use this power with care when
you are
up against a tough crowd. If you get hit with an alpha strike or are
already
really low on health, you might get into a situation where
you’re sitting there
watching the animation when you really need to pop a health
inspiration. The
down side to this attack is the activation time of 3 seconds. You are
essentially frozen in place and it feels like a long time when
you’re really
taking a beating.
Touch of Fear:
Power Level:
8
Endurance Cost: 8.53
Activation Time: 1.17
Recharge Time: 15
Range:
5 (Melee)
Effects:
Single Target Fear and Accuracy Debuff
+20%
Accuracy Bonus
Debuffs
target accuracy: -5%
With an
accuracy bonus of +20% to hit, Touch of Fear is obviously meant to
sideline a
boss while you work on the minions. It also debuffs
the target as with most of the Dark Melee powers. It is not necessary
in the
first 30 levels, in my opinion, and besides, I like to focus on the
boss first
and take out the minions later. In PvP
or sketchy
situations later on, this power could help you and it should be
revisited later
in your career.
Siphon Life:
Power Level:
10
Endurance Cost: 11.96
Activation Time: 1.93
Recharge Time: 120
Range:
10 (PBAoE)
Effects:
2.78 Negative Energy
2.78
Overall Damage
Also
debuffs target accuracy:
-5%
Self
Heal of 10%
Siphon Life
is a matter of some debate. Many Dark Melee scrappers see this as an
utter
waste of a power, while others believe that the
heal
has merit even if the endurance cost and recharge are high. The
heal is a rather paltry 10%, and although you can get this
up to about
19% with slots, you also need damage, recharge, and endurance reducers
to make
it effective. I attempted to put this power as one of my three main
attacks (in
lieu of Shadow Punch) during a respecification test. After fighting
enemies
with it for about an hour at level 25, I found that I could basically
function
with it in solo. The heal does offset a little bit of the damage you
take, and
slotted with damage SO’s,
the hit that the enemy
takes is a little better than Shadow Punch. But the fights seemed a
little
longer and drawn out, even while hasted. I decided that it simply
wasn’t worth
it. If the damage was higher, the heal
was higher, and
recharge were lower, or any combination of the above, this might be an
attack
to pick as one of your three main attacks and forego Shadow Punch.
Confront:
Power Level:
12
Endurance Cost: ?
Activation Time: 2.17
Recharge Time: 3
Range:
80
Effects:
Single Target Taunt
+20%
Accuracy Bonus
Not much
debate on Confront; skip it or roll a tank if you want to taunt enemies.
Dark Consumption:
Power Level:
18
Endurance Cost: 0.52
Activation Time: 1.03
Recharge Time: 180
Range:
8 (PBAoE)
Effects:
2.22 Negative Energy
2.22
Overall Damage
Self
Endurance Restoration based on the number of enemies hit.
Dark
Consumption is your first possible Point Blank Area of Effect attack.
It
doesn’t do much damage; on the other hand, the endurance cost
is almost
nothing. The main benefit is the endurance restoration. If you manage
to hit 3
or 4 targets, your endurance will likely be fully restored from zero.
Hitting 1
or 2 will still restore a decent amount. You will not find yourself
using this
very much in solo play if you pick it up. While in groups, you may find
yourself using this often. You can get away with skipping this power
and
picking it up later on in the 30’s if you wish. It is not
required and with
your regeneration powers, you will not normally have endurance problems
at
level 18 when this becomes available because of Quick Recovery in the
Regeneration power set.
Soul Drain:
Power Level:
26
Endurance Cost: 15.6
Activation Time: 2.37
Recharge Time: 180
Range:
10 (PBAoE)
Effects:
2.67 Negative Energy
2.67
Overall Damage
Accuracy
and Damage bonus to self based on number of enemies hit.
Soul Drain
is your second and last possible Point Blank Area of Effect attack (in
the
primary power set). It is also your Aim and Build Up rolled into one.
The
damage is not tremendous, but it is better than Shadow Punch and it can
hit
multiple targets. In the Dark Melee power set, this is a much have and
plan on
slotting it up. This will become your opening attack in groups of any
significant size (3-5+). Slotted up with recharge and damage, you will
give
each enemy a good wack
and boost your own accuracy
and damage for about 15 seconds. You will take down sizable groups of
yellows with
a couple oranges in about 30 seconds with this power. Big groups of
whites and
blues are a walk in the park,
keep your eyes open for
big groups after getting the power.
Midnight Grasp:
Power Level:
32
Endurance Cost: 11.96
Activation Time: 2.07
Recharge Time: 15
Range:
5 (Melee)
Effects:
3.56 Negative Energy
10
ticks @ 0.28 Negative Energy
6.33
Overall Damage
Immobilizes
Enemy
Also
debuffs target accuracy:
-5%
Midnight
Grasp is your final primary power. It is not a wopper
of an attack, but it fits in nicely with your other attacks. By the
time you
get this power you’ll be used to your three main attacks and
working this one
in will be refreshing. When slotted with damage enhancements the damage
index
is a very respectable 12+, although a good 40% is DoT.
The accuracy debuff
stacks
along with all of your other attacks, and this power stops runners in
their
tracks so long as they are not a Boss. A lower level Boss might be
paused by
this, but an equal or higher level Boss will not be immobilized, though
they
will still take the DoT
damage if it lands.
Regeneration
Secondary
Powers:
The
hallmark of any good Regeneration Scrapper is zero downtime. This is
why you’ll
enjoy soloing with this combination; when you get done with a fight,
you search
for the next one immediately. Rarely will you be sitting around waiting
for
endurance or health to come back. With Enhancement Diversification and nerfing, the effectiveness of
several of the Regeneration
powers has been limited to some extent, but they are still quite
effective.
Fast Healing:
Power Level:
1
Endurance Cost: N/A
Activation Time: N/A
Recharge Time: N/A
Effects:
Heal Rate +75% of Base
Well you
don’t have any choice about taking Fast Healing,
you’re getting this whether
you like it or not. Slotted with 3 heal enhancements, it’s a
pretty good heal
rate boost. Prior to Issue 6, this power might have been ignored, but
with
Enhancement Diversification, this power becomes well worth slotting to
3 heals.
Reconstruction:
Power Level:
2
Endurance Cost: 10.40
Activation Time: 0.73
Recharge Time: 60
Effects:
Heal 25% of total HP’s
Resist
Toxic Damage, +25%
You
don’t
have to pick up Reconstruction immediately; I didn’t pick it
up in the first 30
levels. On reflection, this power might have been beneficial in some of
those
“Holy Crap!” situations that crop up from time to
time. It’s not going to save
you if you’re totally overwhelmed and not trying to get away.
But in close
fights or team wipes where you’re the last one standing (and
that will happen
more than once), this power could buy you enough time to turn the tide
of
battle assuming you are actually doing enough damage to kill enemies
quickly
enough. If slotted with 3 recharge and 3 heals, you have the ability to
do ~50%
heal every 30 seconds or so. With Hasten, that drops down to every 23
seconds.
So in the final analysis, you don’t need this power to
succeed the early levels
and you don’t necessarily need it later either. If you find
yourself in
situations where you are using up heal inspirations on a regular basis
then
this power is for you. One great use for this power is in a task force
where
you aren’t allowed to buy inspirations and find that you need
to pop heals
fairly often. It should be mentioned that the Resist Toxic of 25% will
help you
in the level 10-20 game when you are doing the Dr. Vahz
sewer missions. In the later stages of your career, you will be running
into
Toxic again, so the 25% resist can be handy.
Quick Recovery:
Power Level:
4
Endurance Cost: N/A
Activation Time: N/A
Recharge Time: N/A
Effects:
Recover Endurance Rate +0.56 EP/second (base is
1.67 EP/second)
Quick
Recovery is definitely a must have, but it’s not necessary to
slot it up
immediately. Slot it at your leisure or when you feel like
you’re running low
on endurance often. Because of Enhancement Diversification, you
don’t want to
put more than 3 slots total in this power. The only enhancement you can
put in
is Endurance Modification.
Dull Pain:
Power Level:
10
Endurance Cost: 10.40
Activation Time: 0.73
Recharge Time: 360
Effects:
Heal 40% of total HP’s
Boost
HP total by 40%
120
second duration
Some guides
will suggest that you can put Dull Pain off until the later levels.
Don’t. Get
this at level 10 and slot it for 3 recharges as soon as possible. I got
this
power at level 10 and slotted it for recharge along side slotting
Hasten with
recharge. For tough solo fights where you’re going to hit a
Red boss, a couple
of oranges, and other minions, you want to hit Dull Pain and Hasten
before
diving in. Adds lots more hit points to your pool and automatically
increases
your heal rate because your heals and heal rate percentage boosts are
based on
your total pool of hit points. It also can be used after a fight has
started to
give you a heal in
addition to the hit point boost.
This power makes a huge difference between rolling over a group of red
enemies
like a freight train and panic-popping a bunch of heal inspirations to
get
through the fight. The difference is night and day and you will quickly
rely on
Dull Pain before going into any tough fight.
Integration:
Power Level:
16
Endurance Cost: 0.24/second
Activation Time: 3.10
Recharge Time: 10
Effects:
Total Heal Rate increase of 150% (50% can’t be
enhanced)
Boosted
Protection from Hold, Sleep, Disorient, Knockback
and Immobilize effects.
This
is a toggle power.
You must
acquire Integration at level 16 and slot it to 3 heals at level 17.
This is
simply the best power of the set. The endurance drain is minimal, so
keep this
toggle up at all times. You will notice yourself NOT being disoriented,
knocked
back, immobilized, etc. A red or purple might get one in and immobilize
you (or
what ever) for a few seconds, but most times the effect simply
won’t take hold on
you.
Resilience:
Power Level:
20
Endurance Cost: N/A
Activation Time: N/A
Recharge Time: N/A
Effects:
Boosts Damage Resistance to Lethal, Smash, and
Toxic by 5.62%.
Minor resistance to
Disorient.
Resilience
essentially lowers the amount of smashing/lethal/toxic damage you will
take by
5.62%. Also adds a little resistance to Disorient effects which might
help
after a Revive. Doesn’t cost any endurance and adding slots
doesn’t do much for
you, so you can grab this, then use the next level to slot something
else. This
power isn’t critical at level 20 and it can be safely skipped
until later,
perhaps. In fact, if I were to go down the Reconstruction route, I
might have
picked that up around the time that this power was available. Because
of
Enhancement Diversification, you don’t want to put more than
3 slots total in
this power. The only enhancement you can put in is Damage Resist.
Instant Healing:
Power Level:
28
Endurance Cost: 10.40
Activation Time: 1.17
Recharge Time: 650
Effects:
Total Heal Rate increase of 800% (600% can’t be
enhanced).
90
Second duration
Instant
Healing is a contentious power for regeneration Scrappers of all types.
It used
to be a toggle that ate up horrendous amounts of endurance and had a
longish recharge
time. It was changed to a 90 second duration heal rate boost with a
huge
recharge time. The endurance cost isn’t bad, nor is the
activation. However,
the recharge is extreme at almost 11 minutes. 3-slotted with recharge
reduction, you can get the time down to ~5 minutes with Hasten, but
it’s still
a long time. So the crux of the problem is the wait. Are you going to
try and
hold up a group waiting for it? No. So are you going to wait to use it
when all
hell breaks loose and the team is collapsing like a wet taco? Maybe,
but it
probably won’t save you, even if it was a 2000% heal rate
boost. You want this
power for the situational tough group encounter or when you are going
to fight
a tough crowd solo. You want to start this power before
you’re in trouble, not
after. I think this is a good power that simply has too long a recharge
associated with it. Pick it up at your discretion. If you want a butt
saver
when you’re in trouble, Reconstruction might work better for
you at this point.
If you’re interested on
taking on reds, purples, and
otherwise pushing the envelope (and willing to wait out the recharge
time or
play around with lower stuff until its ready), then this power is for
you.
I’ve found that using this power along with Hasten and Dull
Pain, you can take
on a group of red bosses with orange minions without too much trouble.
You will
take some huge damage, so always have those heal inspirations,
Reconstruction
standing by, or use Touch of Fear to sideline one of the bosses.
Revive:
Power Level:
35
Endurance Cost: 0
Activation Time: 4.33
Recharge Time: 300
Effects:
Revives self, half hit points, no endurance, and
disoriented.
I’ll
just
say that Revive seems like a waste of a power slot to me, but might be
useful
in PvP. I rarely ever
die while soloing or in a
group, so there just isn’t much need for this power.
Moment of Glory:
Power Level:
38
Endurance Cost: 2.60
Activation Time: 2.57
Recharge Time: 1000
Effects:
Lowers HP to 25% of normal
Resist
all (but psionics) +40%
(might be +80%)
Defense
+80% to all (but psionics
and toxic)
Boosted
Protection from Hold, Sleep, Disorient, Knockback
and Immobilize effects.
Moment of
Glory should be experimented with on lower level enemies until you
become
familiar with its effects. Your hit points are reduced to 25% of normal
and
your healing abilities are squelched during the time this power is
active and
for a little while after it ends. But when slotted with one defense and
two
damage resistance, you virtually hit the caps on defense and avoid over
50% of
all damage, except psionics.
It’s a risky proposition
and many find that it’s not worth picking this power up or
they respec out of it
after they try it out. If you slot this
one up, 3 slots are reserved for recharge since you’ll be
waiting around for 16
minutes, 40 seconds otherwise. One slot for Defense and one slot for
Damage Resistance
is all you’ll need beyond the recharge. Do not use this power
when battling psionic
or toxic creatures unless you can force melee
attacks. This can be achieved, but requires skill and situational
awareness.
Moment of Glory isn’t for everyone, and you can certainly get
by just fine
without it. In fact, by the time MoG
is available your
Scrapper is already a pretty well defined killing machine.
Power Pools:
Concealment: Pick up this
pool if you want the defenses
afforded by Stealth and the utility of Invisibility. Phase Shifting
later in the game might help you get out of bad situations. If you
intend
trying to boost up your resistances and defenses as much as possible,
consider
the Fighting pool also for Tough and Weave.
Fighting: One potentially
viable bypass to
Shadow Punch is Boxing.
You will be foregoing the
Negative Energy damage which is rarely resisted and the accuracy debuff that comes in handy. But
you will be have a quick
punch and be setting yourself up for Tough and Weave. This pool is not
any kind
of requirement and damage resistance or defenses provided by Tough and
Weave
are not necessarily of great value to a Regeneration Scrapper. For a
defensive
build, particularly for PvP
play, Tough at least, is
a requirement.
Fitness: With
Enhancement Diversification
Health is worth a second look. Assuming you want this pool, you are
probably
after Stamina because you’re planning on future toggles or
you feel like you
run low on endurance too often. Older guides would say that that
picking up
Health is a waste. Well Swift comes in handy, but Hurdle will only be
of value
if you didn’t select the leaping pool. So if you have Combat
Jumping and Super
Jump, I can’t see a good reason to pick up Hurdle instead of
Health. Pick up
Health and leave it at the one slot heal which will give you an extra
30% heal
rate boost, it’s negligible, but it’s certainly not
going to hurt.
Flight: Most Dark
Melee Regeneration
scrappers pick this up for Air Superiority, primarily as a replacement
attack
for Shadow Maul. Shadow Maul has that 3 second activation time that can
be
annoying or lethal to a PvP
player. Other than
picking up Air Superiority for PvP,
I don’t recommend
this pool.
Leadership: For a team
oriented Scrapper with
slots to burn on endurance reduction, I think this is a fine set of
powers. For
the soloist, forget it, it’s simply not worth it.
Leaping: Highly
recommended, Combat Jumping,
then Super Jump as your travel power. In-doors or out-doors, you can
get out of
bad situations fast with this power pool. Maybe get Acrobatics near the
very
end of leveling when you’ve got all of the critical powers.
Medicine: Not worth the
trouble; this pool is
simply unnecessary for a soloist regeneration Scrapper. If you want
every
possible healing power you can get your hands on, then maybe this fits
your
hero’s theme.
Presence: Are you
kidding? Avoid this pool
like the plague.
Speed: You pretty much
got to have Hasten.
Pickup Super Speed if that type of travel is your thing (I prefer Super
Jump).
Flurry is another potential replacement to Shadow Punch. I tested it
out during
a respec test and it works out quite well. In the end I found that the
fights
seemed a little too slow for my taste and stuck with Shadow Punch. If
Flurry
had the same 5 degree cone that Shadow Maul has, I would not hesitate
to take
it in lieu of Shadow Punch. As it is, it has a slow activation time and
the
disorient effect seems too rare. It’s also 100% smashing
damage which will be
mitigated by lots of enemies later on. Whirlwind is useless for a
Scrapper.
Teleportation: For the team
player, it’s helpful.
For a soloist Scrapper, I wouldn’t bother. When
you’re on a team let someone
else do the porting, you worry about dealing damage and not needing
healing.
Teleport Foe might come in handy under certain conditions, but it would
be of
rare value. The Teleport self power is too complicated to save your
bacon.
Instead, turn on Super Jump and leap away or behind an obstacle.
Ancillary Pools
Ancillary
pools are available at level 41 and are beyond the scope of this guide.
However, none of them are required and only Focused Accuracy when
slotted fully
with 3 endurance cost
reduction and 3 accuracy
enhancements looks particularly attractive. All other powers in the
ancillary
pools are nice to have but not of tremendous value.
Builds and
Slotting
No matter
how good a class combination can be; crappy power and slotting
decisions can
gimp you to the point that you will give up on it. That is pretty hard
to do with
a Dark Melee Regeneration Scrapper, but not impossible. I’m
going to give
advice based on soloing most of your way to 35. You will still be VERY
effective as a team member, and when you find yourself on a team that
is in
over it’s
head, you will often find yourself to be a
sole survivor. Yes, it feels good not to pick up debt, although
sometimes I
almost feel guilty.
The build
below is a very balanced approach, but for an aggressive play style.
The
enhancements are fairly evenly spread out in terms of when to slot. You
will
notice that there are three attacks from levels 1-4,
and those are the only attacks slotted up for damage until Midnight
Grasp at
level 32/33. Those are all the damage you really need to be able to do.
The
rest of the slotted powers are about healing, recharge, or
regeneration.
---------------------------------------------
01)
--> Shadow Punch==> Acc(1)
Dmg(15) Dmg(15) Dmg(19) Rechg(25) Rechg(31)
01)
--> Fast Healing==> Heal(1) Heal(9)
Heal(9)
02)
--> Smite==> Acc(2)
Dmg(3) Dmg(3) Dmg(13) Rechg(23) Rechg(23)
04)
--> Shadow Maul==> Acc(4)
Dmg(5) Dmg(5) Dmg(13) Rechg(21) Rechg(21)
06)
--> Hasten==> Rechg(6)
Rechg(7) Rechg(7)
08)
--> Quick Recovery==> EndMod(8)
EndMod(19) EndMod(25)
10)
--> Dull Pain==> Rechg(10)
Rechg(11) Rechg(11)
12)
--> Combat Jumping==> DefBuf(12)
14)
--> Super Jump==> Jump(14)
16)
--> Integration==> Heal(16) Heal(17)
Heal(17)
18)
--> Dark Consumption==> Rechg(18)
Rechg(31) Rechg(31)
20)
--> Resilience==> DmgRes(20)
22)
--> Swift==> Run(22)
24)
--> Health==> Heal(24)
26)
--> Soul Drain==> Rechg(26) Rechg(27) Rechg(27) Dmg(34) Dmg(34) Dmg(34)
28)
--> Instant Healing==> Rechg(28)
Rechg(29) Rechg(29)
30)
--> Stamina==> EndMod(30)
EndMod(37)
32)
--> Midnight Grasp==> Acc(32)
Dmg(33) Dmg(33) Dmg(33) Rechg(37) Rechg(37)
35)
--> Reconstruction==> Heal(35) Heal(36)
Heal(36) Rechg(36)
38)
--> Moment Of Glory==> Rechg(38)
---------------------------------------------
There are
alternative routes that may be even more survivable. You could skip a
power
like Resilience and go with Reconstruction at that time instead. To
make
Reconstruction effective, you will need to slot it up and those slots
take away
from your other healing or attack powers. You could skip on Quick
Recovery for
awhile and go with something else since you won’t necessarily
have a ton of
toggles to worry about. If you skip Quick Recovery, you may find that
you have
more down time between battles unless you stay well stocked with
Breathers.
With the build above you will not normally have endurance problems,
when you
do, it will because of some very tough team battles or you are fighting
enemies
that drain your endurance.
I’m
not
much of a PvP’er,
but if I was, I would respec
this into a much different looking build. I’d pick
up Tough and Weave for sure and probably get rid of Shadow Maul in
favor of Air
Superiority and/or Boxing.
There are a
few critical powers and slotting musts:
Your main
attack powers: Prior to
Enhancement Diversification
anyone would have said to go with 1
accuracy and 5
damage. In issue 6 your best bet is 1
accuracy, 3
damage, and 2 recharge. What you lack in the big number hits, you make
up for
by attacking with greater frequency.
Hasten, Dull
Pain, and eventually
Instant Healing:
These powers are used in two situations (normally). While solo, you
come across
a sizable group of orange, red, and even purple enemies, including
bosses, so
you prepare for the fight by activating all of these in order. Then
dive in and
let the carnage begin. While in a group, you are going up against an
Arch-Villain, Elite Boss, or some other tough situation. Just before
the battle
begins, you activate all of these powers in order. While taking out
blue/white/yellow street trash don’t waste the use of these
powers, activate
them when you’re in for a tough fight and you know
you’re going to get
hammered. Slot these for recharge,
you want to get
them back up ASAP.
Integration: As soon as
you get this at level
16, enhance it with a Heal and add 2 slots for Heal at 17. It can not
be
stressed enough how important this power is.
Soul Drain: Slot for
Recharge ASAP. The AoE
Damage is nice and later in the 30’s you will want to
slot in damage. But the immediate need is for it to be available at all
times
before a battle. This will become your opening attack against any group
of 3+.
With just 1 or 2 enemies or green/blue enemies, don’t bother.
When attacking a
group of 8 or more, the damage numbers you put up after this opener
will amaze you.
One shot kills are frequent, you can take down a group of whites in
seconds.
You’ll spend more time chasing them down than attacking. So
much the better if
there is a Boss in the group that is orange, red or purple. A red or
purple
boss with lots of yellow or orange minions is probably my favorite
group types
to attack.
Dark Melee
Tactics
In the
early levels you’ll have difficulty with large groups, I
recommend taking on
smallish groups until you feel really comfortable with the play style.
You are
getting pummeled regularly, but you’re able to affect the
accuracy of what ever
you are attacking and regenerate health fast enough to avoid seeing
your health
bar in the red most of the time. Keep well stocked in heal
inspirations, never
ever go in to a solo fight against oranges and above without heal
inspirations
unless you like visiting the local hospital on a frequent basis. You
may get
away with it once or twice, but you will be worshiping the debt God
soon.
When
attacking a small group of 2 or 3 enemies, make your approach so that 2
enemies
that are close together are lined up with you. This way, when you
attack the
nearest enemy with Shadow Maul, you stand a good chance of having the
other
nearby enemy take damage in the narrow cone. For timing reasons, your
opening
attack should be Shadow Punch or your alternative attack, avoid Shadow
Maul as
an opener. Once you are sure the lined up enemies are in Melee
distance, then
use Shadow Maul.
Once you
have Dull Pain and Haste, you are really open to taking on tougher
encounters.
Once you have your travel power, hopefully Super Jump, you are at the
point
where you can take on the risky solo situations and jump or speed your
way out
of disaster. When you get Integration, the levels will fly by, the
lower 20’s
especially. In fact they may fly by so fast that you don’t
get every slot in SO’s
before you’re 25/26. Don’t panic, things slow down
soon enough and if you’re doing so well without SO’s,
why worry?
Once you
get Soul Drain and Instant Healing, you are going to start finding out
that
there are enemies out there that are problematic. A group of Red/Orange
Tsoo Sorcerers with Ink
Men around will put you in the
hospital pretty fast. You will have to start picking your fights a
little more
carefully, but find the right area to work and you can rack up a full
load of
enhancements to sell every ten minutes or so. You will be able to fully
stock
yourself in SO’s
in no time at all. You’ll spend a
lot of time finding the nearest store to sell at and upgrading your
enhancements.
Speaking of
selling enhancements, sell them at the correct store and get the best
selling
price. You knew that already, right? My favorite place in the
30’s to solo was Brickstown,
then when
you’re
loaded with enhancements, hop on the Green Line to Talos Island
where the shops are pretty close
together. You’ll get into a regular routine and when it comes
time to buy a new
wave of SO’s
to replace your old ones at level 32/33
and 37/38, you will have millions of influence to do it with.
Parting Shots
The most
debt I’ve ever had with this build at any given time is one
death worth.
Soloing never took me more than an hour at the upper end of levels to
get out
of debt. The primary causes for deaths were fighting new enemies that I
wasn’t
sure about and biting off more than I could swallow. Most of the times
I get
into such situations, I would simply jump away, but sometimes the debuffs
(movement speeds, etc)
or an alpha strike would waste me too quickly. 99% of the time you
won’t be in
debt. Dark Melee/Regeneration is a great first character because you
can build
up and pass the influence down (with help) to your alternate
characters. It is
also a simple fighting style, what could be easier that walking up to a
group,
taking a beating, and still killing them all?
I highly
recommend the “CoH_CoV
Character Builder” by Jay
Teague available at http://home.comcast.net/~SherkSilver/index.html.
It is up to date as of Issue 6 and very easy to use.