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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Training Room |
UP |
Last Updated: 2008-05-17 06:35:02 EST
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Written by The Gamemaster
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Book I: Genesis
The DM/DA Bible, rev .7
Everything
that you never wanted to know about CoH’s most confounding
Scrapper—the smoky assassin.
forward
I
have been posting bits and analysis of DM/DA on the CoH boards for over
a year, and some of you might even agree with something that I say now
and again. For those of you who find my suggestions and observations to
be completely useless and self indulgent, good news! I am finally doing
something that you will find useful and can appreciate—Print
this out
and put it in the bottom of your birdcage. For the rest of you,
especially players who have some experience with DM/DA and who are
struggling to overcome perceived weaknesses of the combination or who
have played it in the past but have been unable to get the performance
you had hoped for out of it and have given up on it, I hope that you
find some useful information and suggestions. If you do, then I have
accomplished my goal, if not, then at least Polly the Parrot will have
something new to use for target practice.
Special
thanks to Q_Arkhan for previewing this monstrosity and giving me some
helpful input.
introduction
The
Scrapper AT in CoH is my personal favorite. It is built to perform on a
doctrine of self-sufficiency and has a well-deserved reputation for an
often-reckless disregard for the consequences of taking hasty action.
Scrappers kick butt. They would also take names, but if a Scrapper had
a pen, he/she would probably just drive it through someone’s
eye rather
than use it for its intended purpose. Scrapper rush in where angels
fear to tread.
Scrappers are all about their
assortment of
damage-dealing attacks. Where other Scrapper primary sets are built
around either strong, front-loaded or AoE damage, Dark Melee is
designed around putting out a steady stream of damage and filling in
the cracks of its deficiencies in threat removal speed and endurance
efficiency with a Batman Utility Belt’s worth of tools in the
form of
utility powers. For clarity’s sake, a utility power is a
power in a set
that provides an ability (sometimes it’s a synergistic
ability,
sometimes not) that cuts against the grain of the primary goals of the
set as a whole. Touch of Fear, Dark Consumption, Confront, Soul Drain,
and Siphon Life are Dark Melee’s utility powers. All Scrapper
melee
sets contain some utility powers, but no set has more than Dark Melee.
While
we’re still in the introduction, let’s revisit the
point that I made in
the previous paragraph about Dark Melee and look at how it is a little
bit different in its approach to Scrapping. Dark Melee has great damage
per second (Dps) output, but it lacks the tools to instantly destroy a
single mob (Broadsword, Katana, Martial Arts) or to tear down an entire
group of mobs simultaneously (Spines). Claws is probably the most
balanced melee set overall, as it fits smack in between the other sets
with a balance of good AoE and single target damage.
Dark
Melee is the only Scrapper primary without a legitimate, AoE attack
(compare Lotus Drops, Dragon’s Tail, Whirling Sword, Spine
Burst, and
Spin). Where all of the sets have a Build Up power that allows them to
increase their accuracy and damage, Dark Melee has Soul Drain (in place
of Build Up and an AoE), which not only requires a “To
Hit” check (as
does Follow Up from the Claws primary), but it requires a hit on seven
targets to realize its full potential, which is comparable to Build
Up’s.
The net effect on combat of these
differences is that Dark
Melee lags the other sets in performance in the early part of combat.
By the time Dark Melee is finding its rhythm, most other sets have
taken down a couple or three opponents, and very likely at a lesser
total endurance cost at that! HUH??! Why would you play Dark Melee if
it’s slower and less efficient than other sets? Less damage
for more
endurance? Less damage mitigation because of a lack of front-loaded
damage? What a waste.
Not so fast. So far, we have
looked at
what are apparently negative aspects of Dark Melee with respect to the
other Scrapper primaries, but there is much more to playing CoH than
front-loaded and AoE damage. I just wanted to point out some of the
ways that Dark Melee is different than other Scrapper primaries. We
will get back to Dark Melee in a bit and look at some of its finer
qualities and discuss why it is not worse off than other Scrapper
Primaries, but first, there is something else that we need to look at,
Dark Armor—The other half of this Scrapper combo.
Like
the Dark
Melee primary power set, Dark Armor stands out from the other Scrapper
secondaries as being built upon a completely different set of
mechanics. Last year, if you read my essay, Layers of Damage Protection
, which is now all-but obsolete, then you are surely familiar with the
idea that defenses come in several distinct varieties, each with its
own merits and weaknesses. If it is already lining the bottom of your
birdcage, then I trust that you found its content less than compelling.
Where
Regeneration and Super Reflexes almost completely rely on Healing and
Defense (with a Capital “D”) respectively for
damage mitigation, and
Invulnerability relies on Resistance and Defense (With its duration and
recharge time, in anything but the most trivial situations, Dull Pain
is a Resistance enhancement more than a heal), Dark Armor relies on
every layer of the Damage Protection model to achieve its full
potential.
Since the changes in I5 and I6,
specifically, the
Global Defense Reduction and ED (aka, The Crisis of Infinite Nerfs),
the Dark Armor balance has shifted somewhat in what would probably be
agreed upon as the “strongest” combination of
powers, but the basics
are still the same—Upon a layer of solid Resistance, stack a
BIG Heal,
some Stealth and a little (very little nowadays) Defense, a
“To Hit”
debuff, and add in some control (in the form of Fear and Disorient) and
a damage field of pure negative energy, and you have a potentially
devastating (to your endurance) defense.
Dark Armor
cannot match
Regeneration’s ability to heal (on a constant and reliable
basis), nor
can it begin to compare to Invulnerability in terms of damage
Resistance, and comparing its Defense and “To Hit”
debuffs to the
effects of Super Reflexes...HAH! The things that make Dark Armor
different, its damage field and control elements, all require
“To Hit”
checks, making them conditionally unreliable. To make matters worse,
Death Shroud and Cloak of Fear both have an exorbitant endurance cost,
and Cloak of Fear has a base PvE accuracy of 50%!!! Oppressive Gloom
damages you when it hits a mob, whether it actually stuns them or not!
WHAT?! Why would I want this crazy set of powers?! Why indeed? Like
Dark Melee, there is more to Dark Armor than just its downsides.
I
hope that your appetite is sufficiently whetted to keep reading.
Hopefully when you finish reading this guide, you will understand not
only why you are not crazy to play such a combination of misfit powers,
but also why you might be crazy not to give it a try.
Moving
forward, I will lay out the powers in both Dark Melee and Dark Armor
and discuss each of them in some detail. After that, I will analyze the
interaction of the synergies within each set and the cross-set
synergies that exist. Once we have established the interactions of the
powers with one another, I will get into some specific builds and the
associated “Scrapping philosophy” behind each one.
For the sake of
being current, I will address PvP and PvE concurrently in my power
analysis, but I will separate them in the section on builds in order to
give proper attention to the differences in philosophical approach to
the PvP game, as well as making the distinction between
PvP’ing in an
open zone versus in the Arena.
As a note on
content, although
I am frequently in the middle of mathematical discussions and debates
on the forums, this guide has no mathematical content. It is a strictly
philosophical treatment with practical commentary. While I am a big
believer in letting the numbers tell the story, it is appropriate from
time to time to step back out of the details and get a clearer look at
the big picture.
Book II: Numbers
powers
Dark
Melee
is all about setting up and maintaining a steady stream of damage that
cuts down everything in its path. For the first ten seconds it falls
behind other Scrapper sets in endurance and damage efficiency because
of its lack of big hitters to take out enemy mobs. It closes the gap
quickly though and often doesn’t bother to discriminate who
is being
hit with what. Each blow that Dark Melee strikes puts a “To
Hit” debuff
on its victim. These debuffs pile up quickly and opponents will be left
whiffing.
Here are the powers in the set with brief
commentary
(any and all numbers are from CoH/CoV Character Builder v 1.7.6.0,
powers DB v 1.0.96 and rounded off where convenient):
Shadow Punch
Activation
time: .6 seconds Recharge Time: 3 seconds Endurance
Cost: 4.5 Brawl Index: 1.399 Negative Energy, .9333 Smashing
Fast
Facts: Shadow Punch is generally considered
“optional.” It has the highest damage per
Activation Time of any Dark Melee attack.
Commentary: I
love Shadow Punch, but I have a tendency to respec out of it, not
because I feel like it does not continue to be useful in the late game,
but because economically, there are powers that yield a greater return
later. A high DPS is great, but versatility and control are better.
Recommended
slottings: 3acc/3dam (PvP) 2acc/3dam/1recred (PvE
or PvP with Tactics) 1acc/3dam/1recred/1endred (PvE with
Tactics or PvP w/Focused accuracy) 3dam/2recred/1endred (PvE
with Focused Accuracy or casual PvP)
Smite
Activation
time: 1 second Recharge Time: 6 seconds Endurance
Cost: 7 Brawl Index: 2.777 Negative Energy, .8888 Smashing
Fast
Facts: Smite
is comparable to Shadow Punch in performance terms, but it does almost
60% more damage. Combined, Smite + Shadow Punch hit for the same damage
as Shadow Maul in around half of the time.
Commentary: Smite
is one of the most satisfying attacks I have used in the game. It hits
like a hammer and is a great final blow. It is not a power that I would
ever consider to be an optional pick.
Recommended
slottings: 3acc/3dam (PvP) 2acc/3dam/1recred (PvE
or PvP with Tactics) 1acc/3dam/1recred/1endred (PvE with
Tactics or PvP w/Focused accuracy) 3dam/2recred/1endred (PvE
with Focused Accuracy or casual PvP)
Shadow Maul
Activation
time: 3 seconds Recharge Time: 8 seconds Endurance
Cost: 8.5 Brawl Index: 4 tics at .75 Negative Energy, 4 tics
at .75 Smashing
Fast Facts: Shadow
Maul is considered optional by some players and indispensable by
others. It is the most endurance-efficient attack available to Dark
Melee. It’s cone will often allow a player to hit two to four
nonstacked mobs, depending on how cooperative mobs are and how good a
player is at lining them up.
Commentary: Shadow
Maul
requires a bit of tactics and practice to get the most out of. If you
tend to plant your feet in a fight, then Shadow Maul will not seem all
that great to you, as you will tend to hit a lot of single targets.
Although its biggest point of detraction is its obvious, rooted
animation, it is really not but .2 seconds slower in activation than
Headsplitter (Broadsword’s ultimate attack). It just seems
like
eternity. One point of note on SM is that if you are getting low on
Health and are thinking of Hitting Dark Regeneration, do not fire off
Shadow Maul. The fact that Shadow Maul is available at Level 4 allows
Dark Melee to develop faster than any other Scrapper primary in terms
of its ability to take down multiple foes. Shadow Maul is my, bar none,
favorite power in all of CoH. I often find myself fantasizing about
what I could do with it in the workplace...
Recommended
slottings: 3acc/3dam (PvP) 2acc/3dam/1recred (PvE
or PvP with Tactics) 1acc/3dam/1recred/1endred (PvE with
Tactics or PvP w/Focused accuracy) 3dam/2recred/1endred (PvE
with Focused Accuracy or casual PvP)
Touch of Fear
Activation
time: 1.2 seconds Recharge Time: 8 seconds Endurance
Cost: 8.5 Brawl Index: 0
Fast Facts: Many
players consider Touch of Fear to be optional; other players think
those players are crazy and swear that it is the most powerful thing in
Dark Melee. PvP’ers will hate you when you freeze them in
their tracks
with the power of supernatural FEAR. One application will cower any
non-Fear resistant Minion or Lieutenant, and two applications will
cause a Boss to soil his britches. ToF sports a 20% “To
Hit” bonus and
is useful out of the box.
Commentary: Skipping
Touch of Fear
really puts you at a relative disadvantage to other Scrapper sets with
respect to offsetting Dark Melee’s inability to take down
opponents
early in a fight. At the lower levels, this is not true b/c you have
Shadow Maul, and they don’t (Nyah Nyah!), but later in the
game
content, without Touch of Fear, you will start losing fights that
other, non Dark Melee, Scrappers would win. There is some debate over
the magnitude of DM’s debuffing effect—other Dark
Melee attacks put
about a 5% “To Hit” debuff on anything hit by them
(reducing the chance
“to hit” of an even con minion by around 10%); I
have never attempted
to test the precise value, but ToF appears to provide a debuff in the
10-20% range.
Recommended slottings: 2acc/2recred/1endred/1feardur
(PvP) 1acc/2recred/1endred (PvP with Tactics or Focused
Accuracy) 2acc/3feardur (like the Fear Meh, PvP build) 1acc/1endred
(normal PvE play)
Siphon Life
Activation
time: 2 seconds Recharge Time: 15 seconds Endurance
Cost: 12 Brawl Index: 2.777 Negative Energy
Fast
Facts: Siphon
Life is another Power that many players consider optional. It is a 10%
base heal and does the same amount of damage as Air Superiority, albeit
Siphon Life’s damage is pure negative energy.
Commentary: I
have always had a weakness for Drains in any game. They are typically
undercosted, and there is just something glorious about “two
for one”
phenomena. With each decrease in overall Scrapper defense, Siphon Life
has grown more valuable. In economic terms, Siphon Life was
“improved”
by ED, since it can now leverage its multifarious capabilities without
giving up anything in the process. Adding Siphon Life to your attack
chain is comparable in many situations to having Tough (except that
healing helps offset all damage types). In my testing, I found it to be
a superior option to Aid Self for DM/DA.
Recommended
slottings: 3acc/3dam (hardcore PvP) 3acc/3heal (PvP) 1acc/3heal/1recred/1endred
(PvP or PvE with Focused Accuracy) 2acc/3heal/1recred (PvP
with Tactics) 2acc/3heal/1recred (normal PvE play)
Confront
Activation
time: 2.2 seconds Recharge Time: 3 seconds Endurance
Cost: 0 Brawl Index: 0
Fast Facts: Confront
is easily the most frequently skipped power in Dark Melee. It has its
place in some specialized builds and has the benefit of giving a Dark
Melee Scrapper added effectiveness in providing that buffer between the
front line aggro and the squishies, but most players will take their
chances without it or pick up a ranged attack later in life to replace
it.
Commentary: I have one build in which I
have ever used
confront (my so-called AV Buster build). I prefer to let my attacks do
the talking and to personally intercede if I need to protect a
squishie. IMO, Laser Beam Eyes, Dark Blast, and either of the Shuriken
attacks are the best in-combat Taunt options a DM/DA Scrapper has
available.
Recommended slottings: 1rnginc
Dark Consumption
Activation
time: 1 second Recharge Time: 180 seconds Endurance
Cost: .5 Brawl Index: 2.222 Negative Energy
Fast
Facts: Dark
Consumption allows Dark Melee to make up for some of the endurance
inefficiency in its attack chain (from the heavy costs of using its
tools to the fast burn of endurance due to the quick hitting of some of
its attacks). Hitting three mobs will take you from the bottom of the
endurance well back to the top.
Commentary: This
is one
of the truly great powers available to any Scrapper. The value of the
ability to recover endurance while still fighting at a frenetic pace
cannot be overstated. The fact that it deals damage is just icing on
the cake. I got addicted to putting two endmod enhancements in this
power because of the frequency with which I found myself needing it
when I only had two foes still standing. This is especially common for
DM/DA builds that run Death Shroud full-time.
Recommended
slottings: 3acc/3endmod (hardcore PvP) 3acc/2endmod/1recred
(PvP) 1acc/2endmod/3recred (PvP or PvE with Focused Accuracy) 2acc/2endmod/2recred
(PvP with Tactics or normal PvE play) 2acc/1endmod/3recred
(another normal PvE play)
Soul Drain
Activation
time: 2.4 seconds Recharge Time: 120 seconds Endurance
Cost: 15.5 Brawl Index: 2.666 Negative Energy
Fast
Facts: Soul
Drain fills the role of Build Up for Dark Melee. It has a 20% bonus
“To
Hit” and its buff lasts for a full 30 seconds. Soul Drain is
rarely
skipped, and some players, albeit a minority of them, slot it for
damage—a commentary on how starved Dark Melee players are for
an AoE
attack. Soul Drain can hit a maximum of seven targets and appears to
have a maximum damage buff of about 110%. Its “To
Hit” buff per target
hit is unknown but is widely believed to be in the 7.5 to 12.5% range.
Commentary: Soul
Drain is a great power; however, with the onset of ED and the loss of
perma-Hasten, it is no longer an every fight power. Dark Melee could
always fight well without it, but under the right conditions, a good
Soul Drain could well change your religious beliefs, at least when it
comes to Scrapping. Although without the idea might seem mildly to
completely insane, Soul Drain is not a bad lead off in a PvP fight,
depending on whether or not you are fighting the Easter Bunny; using
“PvP slotting,” from a single target, for 30
seconds you can have a
better “To Hit” buff than Tactics provides, a
larger boost to damage
than you get from Assault, and deal pretty good damage, as well as slap
a “To Hit” debuff on an opponent in the process.
Soul Drain is really
powerful once it is hopped up on HO’s.
Recommended
slottings: 2acc/3damage/1endred (hardcore PvP) 2acc/3thtbuff/1recred
(PvP) 2acc/3recred (any) 3 recred (PvE with Tactics
or Focused Accuracy)
Midnight Grasp
Activation
time: 2.1 seconds Recharge Time: 15 seconds Endurance
Cost: 12 Brawl Index: 6.333 Negative Energy
Fast
Facts: Midnight
Grasp is the ultimate power for the Dark Melee set. Many players
consider it an optional power, and some do not think that it fits in
well with the rest of the powers in the set. Regardless of what you
think about it, Midnight Grasp does the most damage of any attack Dark
Melee has available and the damage it deals is all negative energy
damage. It also puts an Immobilize (mag 3) effect on anything that it
hits.
Commentary: Midnight Grasp
essentially leads off with a
smite-level hit, followed by 10 tics that add up to the same amount of
damage dealt by Siphon Life or Air Superiority. It is often
under-appreciated because of its Damage over time component. Midnight
Grasp is the power that smoothes out Dark Melee’s
damage-dealing (Dps)
curve, covering Shadow Maul’s somewhat anemic Damage per
Activation
Time with its DoT. A Soul Drain-augmented, Midnight Grasp critical hit
is nice, as the critical is front-loaded damage, unlike Shadow Maul,
whose critical damage is applied at the end of the animation. Midnight
Grasp is not a very efficient power on teams when used on Minions, as
other players tend to blow through them while the DoT is still ticking
off. Regardless of its shortcomings, I strongly recommend against
skipping Midnight Grasp.
Recommended slottings: 3acc/3dam
(PvP) 2acc/3dam/1recred (PvE or PvP with Tactics) 1acc/3dam/1recred/1endred
(PvE with Tactics or PvP w/Focused accuracy) 3dam/2recred/1endred
(PvE with Focused Accuracy or casual PvP)
Dark
Armor
is a protection scheme that heavily depends on the player behind it to
make it work well or fail miserably. It is built on a foundation of
mediocre Resistance with a heal that grows more dependable as the
number of available targets increases; layer on a stealth power with an
anemic Defense, and three PBAoE auras (a damage field and two mag2
control (Stun and Fear) effects), and a crappy self-rez power, and
you’re done. High endurance costs and the “To
Hit” checks in Dark
Armor’s PBAoE’s are all that has ever kept the set
from being
outrageously nasty and unbalancingly powerful. As it is, it should not
be underestimated though. Properly built and played, every now and
then, when the planets line up for you, Dark Armor will allow you to do
things that will leave even “uber” Scrappers
scratching their heads
saying, “How’d he do that?”
Note:
Endurance cost and recharge
numbers are included for some click powers but not for toggles,
because, quite frankly I don’t really trust them.
Dark Embrace
Fast
Facts: You’ll
take it, and you’ll like it. You get no option on this one.
DE provides
your Smashing, Lethal, Toxic, and Half of your Negative Energy
Resistance. Provides 22.5% Resistance to S/L damage and 15% Resistance
to Negative Energy and Toxins.
Commentary: Keep
it running in
most all fights. There will be an occasion here and there where you can
shut it off, but you are likely to forget...
Recommended
slottings: 3 damres/1endred (Any) 1 endred
(experimental builds)
Death Shroud
Fast
Facts: DS is the only damage field power available in any
Scrapper Secondary (Spines has Quills).
Commentary: Unless
you are building for PvP, NEVER skip this power. Contrary to popular
opinion, even slotting it only for accuracy and endurance cost
reduction, it will substantially increase your effectiveness and
endurance efficiency. Many fights would be fifteen seconds shorter if
not for an accumulation of “slivers” of Health.
Death Shroud is nice in
the late game (and in PvP) where Smashing/Lethal resistance is at an
all-time high. It interrupts interruptible powers when it hits, so it
definitely has some potential PvP value.
Recommended
slottings: 3dam/3endred (Any with Focused Accuracy) 1acc/3dam/2endred
(Any with Tactics) 2acc/2dam/2endred (PvE) 3acc/3dam
(PvP)
Murky Cloud
Fast
Facts: MC
provides your Energy and the other half of your Negative Energy
Resistance. It also gives you resistance to Endurance Drains. To be
precise, it provides 15% Energy/Negative Energy Resistance and 22.5%
Fire and Cold Resistance.
Commentary: This
is a nice power.
There is some debate on when you actually NEED to take it, but it is
one of the foundation powers in the Dark Armor set. You will appreciate
it in PvP when you see what Electric Blappers (and Sappers and Carnies
in PvE) can do to other Scrappers with their endurance drains. With
only 15% in base Energy Resists and ED, MC is no longer a lock for
additional Resistance slotting.
Recommended
slottings: 3 damres/1endred (Any) 1 endred (Any)
Obsidian Shield
Fast
Facts: OS
is one of the few powers in the game to offer Resistance (37.5%) to Psi
attacks. OS also serves as your mez protection and provides protection
from Fear.
Commentary: I never slotted OS
for resistance,
as the base is pretty high, and significant Psi damage is pretty
uncommon in PvE, but there is enough in the late game (post L40) that
it is definitely not a waste of slots. I am seeing a lot of Psi running
around in PvP, but I have yet to form an opinion on whether it is
prevalent enough to justify more than an endurance cost reducer in the
default slot in OS.
Recommended slottings: 3
damres/1endred (Any) 1 endred (Any)
Dark
Regeneration
Activation time: 1.2 seconds Recharge
Time: 30 seconds Endurance Cost: 34 Brawl Index:
.5555 Negative Energy
Fast Facts: DR
is Dark Armor’s bread and butter Heal. It costs a significant
amount of
endurance, but it is the only heal available to Scrappers that can take
you from the blinking red to full in two seconds. Dark Regen has a base
heal of 30% of your total Health per target hit.
Commentary: DR
is just slow enough that you will die if you try to wait until the last
possible second before activating it. I usually hit the DR button as an
“Oh Poopoo!” button when I hit about 25% Health. Of
course I have
Siphon Life and use it liberally. If I were depending solely on DR, I
would probably hit the button earlier against heavy hitters.
Recommended
slottings: 3endred/2recred/1heal (PvE with FA) 1acc/3endred/2recred
(PvE with Tactics, PvP with FA) 2acc/2end/2heal (PvE
single-target slotting or PvP with Tactics) 3acc/2endred/1heal
(PvP)
Cloak of Darkness
Fast
Facts: CoD
makes Dark Armor the only Scrapper with the ability to lower its aggro
footprint (stealth). CoD not only acts as stealth, but it also provides
some Immobilize resistance and a pittance of Defense as well. It also
increases perception, which is very important in PvP. Some players
consider this power optional, and many more truly dislike the fact that
it totally obscures the Scrapper running it. In PvE, Superspeed + CoD =
Invisible.
Commentary: IMO, CoD is not
optional. The Immob
protection in Combat Jumping is not an adequate replacement for such a
great power, and Stealth has value in both PvE and PvP.
Recommended
slottings: 1 endred (Any)
Cloak of Fear
Fast
Facts: Cloak
of Fear has undergone several changes over time. Pre I3, CoF caused
Minions and Lieutenants to flee in panic, and it was widely regarded as
pretty weak. In I3, fear was changed into a cowering effect, and the
“To Hit” debuffing effect of CoF made it a popular
power choice. In I4,
the base “To Hit” of CoF was dropped to 50% and the
duration of the
fear it caused was reduced. In I5, the magnitude of the “To
Hit” debuff
was reduced to a fraction of its previous value. Outside of HO-heavy
slotting, ED had little effect on CoF. CoF is much more popular as a
choice for PvP than for PvE.
Commentary: CoF
used to be
(during I3 and I4) a great power and the closest thing Dark Armor had
to an “Uber” power. Although it wasn’t
close to matching up with Elude,
Moment of Glory, or Unstoppable, it combined with Cloak of Darkness and
other Defense-based powers to give a Dark Armor Scrapper
very-impressive, theoretical damage avoidance. Of all the nerfs that
have hit any of my characters over the issues, this one made the least
sense and hurt the most.
Recommended slottings: 1acc/3endred/2thtdbf
(PvE or PvP with FA) 2 acc/3endred/1fear (PvE with Tactics) 3acc/2endred/1fear
(PvP)
Oppressive Gloom
Fast
Facts: It’s
Cheap. OG costs little endurance to run (hero planner numbers are
currently showing it at about double the listed cost in the past) and
inflicts a small amount of damage to you per target that it hits
(Enhanced by I5’s Scrapper damage buff!). For this price, you
put a mag
2 stun on anything in PBAoE range that you make a successful
“To Hit”
check against. People often complain about the Drunk-Walking mobs with
Super Jump. Commentary: OG is nasty. It
is an underrated PvP
power. When combined with Brawl’s toggle-dropping
capabilities, it
becomes potential death to any PvP opponent without a Breakfree or non-
toggle Status Protection. With the decline in power of CoF, OG is my
new Dark Armor “core power,” followed closely by
Dark Regeneration. Two
DA Scrappers stacking OG on Bosses is sweet. One veteran DA Scrapper
said that if he had to choose, he would dump Dark Embrace before he
would give up his Gloom.
Recommended slottings: 1acc/3stun
(PvE and PvP with FA) 1acc/1stun (PvE and PvP with FA) 2acc/1stun
(PvE) 3acc/3stun (PvP) 3acc (PvP)
Soul Transfer
Activation
time: 1.2 seconds Recharge Time: 300 seconds Endurance
Cost: 0
Fast Facts: ST
has had more bad things said about it than virtually any power in the
game. It is frequently referred to as the turd that has received the
most polish. ST is a self-rez with a high-mag AoE Stun that fires off
when it executes. It requires a nearby enemy to activate and is
supposedly an autohit, although some claim that it can miss.
Commentary: ST
doesn’t so much suck outright as it does in relative terms,
as it is a
poor economic choice. There is always a better pick available than ST.
If you were herding, then maybe it wouldn’t be so bad, but DA
is a
notoriously bad herding set (unless you have great patience and
don’t
care about your XP per unit-time returns). As a concept power it is
pretty neat, but I limit my concept powers to writing out-of-game
fiction and Test server fodder.
Recommended
Slottings: 1heal
pools
I
am not going to go into a lengthy analysis of power pools, but I do
want to address them as power pools are essential to not only the fun
factor, but to the survivability of a DM/DA Scrapper. I will evaluate
the pools in terms of their relative importance to DM/DA and comment on
powers where appropriate. Tier 1 means a pool is a strong choice and
integrates well, either having several really good power choices or one
or more dominating powers. A tier 2 pool is one that has one or two
powers that have some value, but none of the powers provide outstanding
value. A tier 3 power pool is one that really has little to offer DM/DA
other than concept powers or overkill that really doesn’t
serve to
enhance a good build.
Concealment
Optional-tier
3
Grant Invisibility-Hmmmmm. Perhaps not. Stealth-Inferior
to Cloak of Darkness in just about every possible way. Invisibility-Neat
power, but you have to take a prereq to get it. In PvE = SS+CoD Phase
Shift-What are you, chicken?
Fighting
Optional,
tier 1
Kick-71% longer Activation time than Boxing,
11% more damage. You do the math. Boxing-Common replacement or
Shadow Punch to unlock Tough Tough-Good supplement to DE for
fighting big groups and hard targets Weave-Used to be good.
Too costly to justify for DM/DA except in experimental builds
Fitness
Mandatory
Swift-Makes
life feel better Hurdle-A mini travel power unto
itself—combos with Combat Jumping well in PvP Health-Essential.
Pays for OG and acts as a couple of percentage points of Resistance Stamina-The
true reason that you take this pool
Flight
Optional, tier 1
Air
Superiority-Substitute for Shadow Punch. Knockdown is good control.
Very popular Hover-Knockdown/back protection, good
maneuverability. Available early. Really hurt by ED. Fly-Best
travel power in the game, but needs slotting for speed. Group
Fly-Irrelevant to DM/DA
Leadership
Optional,
tier 2
Assault-10% damage bonus. Equals slots 4 and
5 on attacks, post ED. Opens up Tactics Maneuvers-Tiny defense
bonus. Don’t take with DM/DA Tactics-~7.5% base
“to hit” bonus. +Perception. Resists FEAR. Good in
teams. Vengeance-No. It could be a neat power, but no.
Leaping
Optional, tier 1
Combat
Jumping-Minimal defense (like almost everything else). Immobilize
protection. Jump Kick- Just..No. Super Jump-The
Compromise travel power. Stands alone. Fast. Reliable. Acrobatics-The
standard Knockdown/back protection of Dark Armor/Fiery Aura
Medicine
No. I know that Aid Self is a
righteous heal. Take Siphon Life.
Presence
Optional, tier 3
Only
in very experimental builds. Not discussed here.
Speed
Optional, tier 1
Flurry-For
a Controller using containment or a damage-starved AT. DM/DA just say
No. Hasten-The grandaddy of ‘em all. If you want
Superspeed, take Hasten. Superspeed-My favorite travel power.
Can be annoying. Very fast. Whirlwind-PvP FoTM power. I used
to have it when I couldn’t stack armors.
Teleportation
Optional, tier 2
TP
Friend-No. Nice, but no...unless you are escorting friends around the
Shadow Shard TP Foe-Nice Pull in PvE and good PvP power. Teleport-Very
Fast, but labor intensive. Helps cover weak Immobilize resists. Group
Teleport-Not “No,” but “Hell
NO!”
epics
Weapon
Mastery
is a pool for people who want to make ninjas out of their Katana
Scrappers. I’ll get it out of the way first. In my scientific
opinion,
to quote a college Physics textbook, it “sucks great, big
slabs of
asphalt.” It also lags behind the other epic pools in terms
of adding
anything truly useful to a DM/DA scrapper build. When I tested it in
PvP, I got my butt kicked by everything that I fought that I
couldn’t
rely solely on FEAR to beat, including builds that I stalemated or
completely owned with Body Mastery (Like Electric/Energy Blappers). The
“Striker” build with Weapon Mastery was laughable
compared to both the
Dark Mastery and Body Mastery versions. What was impressive about it
was how much Endurance you could invest to accomplish so little. Now, I
am not saying that a good player can’t get good mileage out
of some of
the tools in the set, but it takes a better player to make it work than
the other two Scrapper EPP’s. Let’s break down this
stinky poo pool.
Web Grenade
Fast
Facts: Web grenade puts a decent (mag 3) Immobilize effect on
anything that it hits. It is more popular and useful in PvP than in PvE.
Commentary: WG
is useful in PvP against squishies that don’t take Combat
Jumping or
when stacked against melees or player with Immob protection. Many PvP
players use Teleport, so the effectiveness of Immobilize effects varies
greatly. Scrappers in PvE only need an Immob occasionally, and
typically as a matter of convenience rather than true necessity, so it
is not a great power choice except as something to open up the last two
powers in the pool. If there is one, I would consider this to be the
true gem in the Weapon Mastery set.
Caltrops
Fast Facts: Caltrops
is the annoying power that the Tsoo and the Knives of Artimis spread
liberally about. Caltrops puts a pretty strong Slow effect on anything
that enters their area. They deal minor DoT that autohits anything in
their AoE.
Commentary: I am not sure what
this power is
really good for in PvE besides getting revenge on those groups that
used it against you (It is funny to go to Talos or Steel Canyon and use
Caltrops on the Tsoo in the streets). It can help in combat under some
specific situations, but it mostly serves to steal an action that you
could have used to attack something. It is a nice power, just not for a
Scrapper, who lacks the ranged, AoE bombs to take advantage of it. In
PvP, its autohit has some value against inexperienced Stalkers who
might try to AS you from the ground, spoiling their opportunity and
setting them up for a boot to the head.
Shuriken
Fast Facts: A shuriken
is a throwing star. You throw a single throwing star for about Shadow
Punch- quality, lethal damage.
Commentary: I
have no idea why this power is in the same slot as Dark Blast and Laser
Beam Eyes, which both do more damage and are less frequently resisted.
I wish I could think of something nice to say besides that it has 20%
more range and activates and recharges faster than Laser Beam Eyes.
Wait! I just thought of something: The animation looks cool.
Exploding Shuriken
Fast Facts: Shuriken
with shorter range and AoE damage around the level of Laser Beam Eyes.
Commentary: Great
idea for a compliment to Caltrops, but by L47, a Scrapper essentially
IS a ranged, AoE attack. For as much endurance as this attack costs,
you could kill three mobs instead of just annoying six. Just skip it.
Skip the whole, deplorable pool...did I mention that I think Weapon
Mastery is a bit of the weaksauce?
Darkness Mastery
is the EPP that you would expect a DM/DA Scrapper to jump at to
complete the trifecta of Darkity/Dark/Dark. It packs even more utility
and control into a utility and control-rich combination. The powers in
Darkness Mastery are nice. The only question you have to answer in
choosing it is whether or not you will get more mileage out of more
tools than from making the ones that you have more effective by
choosing Body Mastery.
Torrent
Activation
time: 1 second Recharge Time: 15 seconds Endurance
Cost: 18 Range: 20 Brawl Index: 2.222
Fast
Facts: Torrent
is one of only three powers in the Scrapper EPP’s to have a
one-word
name. It is a fast-acting knockback with a wide cone.
Commentary: Torrent
is not so great by itself, but it combos really well with Tenebrous
Tentacles to create nice situations for DM/DA’s
PBAoE’s and Shadow Maul
by allowing you to blast Immobilized mobs into a corner. By itself, I
prefer Energy Torrent b/c it does not Knockback.
Petrifying Gaze
Activation time: 1.7
second Recharge Time: 32 seconds Endurance Cost: 9.5 Range:
70 Duration: 10
Fast Facts: You
have to love it. PG is a Scrapper’s only single-target Hold
(mag 3)! Tsoo Sorcerers use this power to great effect.
Commentary: If
they nerf Pet Gaze any more, it is going to become an uneconomical
choice. While not up to par with Touch of Fear, PG is very effective in
both PvE and PvP. The recharge time on it is a bit excessive and
prevents you from readily stacking it, but it is still a nasty power to
contend with.
Dark Blast
Activation
time: 1 second Recharge Time: 6 seconds Endurance
Cost: 6.5 Range: 80 Brawl Index: 2.777
Fast
Facts: A
fast-activating power that has the same BI and recharge time as Laser
Beam Eyes, does pure Negative Energy damage, and has twice the
range...for the same cost. In a word? Sweet.
Commentary: Dark
Blast and PG are almost enough by themselves to warrant making Dark
Mastery your EPP of choice. If you don’t at least think about
it, then
you should...then you should take Body Mastery instead.
Tenebrous Tentacles
Activation time: 1.7
seconds Recharge Time: 20 seconds Endurance Cost: 12.5 Range
30 Brawl Index: 2.260
Fast Facts: A
cone Immobilize that puts out a DoT on the order of the damage of Dark
Blast. It is a combo power with Torrent.
Commentary: Nice.
The Dark EPP is full of wonderful toys that afford a great opportunity
to expand the capabilities...of a Regen Scrapper...DM/DA already has
gather and control with DS+CoF/OG, so the value of TT+Torrent is much
less. If you play Regen, then you may just choose to go to the dark
side, but for DM/DA, the power of FA and CP is just too great to pass
on.
Body Mastery is the
pool for players who
understand math. For DM/DA, the first two powers alone are better than
any combination of powers in the totality of the other Scrapper
EPP’s.
Body Mastery also gives Scrappers Laser Beam Eyes...nuff said.
Here’s
the tale of the tape:
Conserve Power
Activation
time: 1.2 seconds Recharge Time: 600 seconds Endurance
Cost: 10 Duration: 90 Seconds
Fast Facts: CP
essentially halves the endurance cost of every power you have for 90
seconds.
Commentary: CP
will let you see what it is like to play a Regen Scrapper with 3
slotted Quick Recovery and Stamina. It feels good. Take it. Body
Mastery is worth taking for this power alone. Back in the days of
Perma-Hasten, it was possible to get Dark Consumption back up during
Conserve power’s duration with a single recred slotted.
Ahhhhh, the
good old days. Conserve Power was all but made with Cloak of Fear and
Death Shroud in mind.
Focused Accuracy
Fast
Facts: FA
gives a 17.5-25% base “to hit” buff. It is the most
feared power in the
game by players of defensive sets. Many players complain about its high
endurance cost.
Commentary: My God...what a
power...
Struggling through 40+ levels of having chronic bad aim is finally
rewarded with the most powerful weapon in the game. Dark Melee meets
reliability. Aaaat Lasssst...My love has come along...my whiff fests
are over...Bubbling mobs will finally diiieeeeeeeee!!! Sorry. I had a
moment. Seriously though, this is the power that compliments Dark Melee
as a set more than any other. Some people say that you can substitute
Tactics for Focused Accuracy. Those people are wrong. Despite having
been double nerfed (base “To Hit” bonus reduced and
“To Hit”
enhancements being moved to Schedule B), it is still the
cat’s meow. It
was more or less unaffected by ED (Some Regen Scrappers may beg to
differ).
Laser Beam Eyes
Activation
time: 1.7 second Recharge Time: 6 seconds Endurance
Cost: 6.5 Range: 40 Brawl Index: 2.777
Fast
Facts: LBE
does the same damage as and has a hair slower activation time than Air
Superiority. It is a widely popular power and has a small defense
debuff associated with it.
Commentary: A
pull and an attack,
LBE can be substituted for Shadow Punch in the DM attack chain. It does
pure energy damage, which is less resisted in the late game, and is
frickin’ cool, Superman style. I love me some LBE. It is also
a good
power for zapping would-be runners.
Energy
Torrent
Activation time: 1.1 second Recharge
Time: 24 seconds Endurance Cost: 15 Range: 16 Brawl
Index: .8333 Smashing, 1.833 Energy
Fast Facts: ET
does knockdown, although it does knockback once you slot for it. It is
regarded by many to have a pretty heavy endurance cost and a too-short
range. Some veteran DA Scrappers have suggested using it as a
reasonable substitute for Death Shroud.
Commentary: ET
is
nice but needs slotting to shine. The biggest drawback to it is that
you can’t take the entire Body Mastery pool without giving it
the short
shrift in slotting. For DM/DA, ET provides another control power to add
on to the list. Personally (utilizing a strategy suggested by Kali), I
like it best as an opening move in combat to start things
“off the
right feet.” Knockdown is nice as a form of damage mitigation
and has
the added benefit of not knocking foes out of range.
Book III: Kings
cross-set synergies and analysis
The
Dark Melee/Dark Armor combination contains some strong synergies and
complimentary powers that go a long way toward making it one of the
strongest combinations in the game.
The synergistic
relationship
that jumps out at you when breaking down the mechanics of the sets is
the combination of Cloak of Fear and Touch of Fear. Alone, each is a
strong control power, but together they are devastating. The strongest
(in PvE) relationships in the two sets are those that combine Death
Shroud with the PBAoE Aura’s and click powers. Death Shroud
generates
aggro and draws opponents into range so that Oppressive Gloom, Cloak of
Fear, Dark Consumption, Soul Drain, and Dark Regeneration can do their
nefarious work. I have heard people decry Death Shroud as breaking
Cloak of Fear, but they actually work very well together versus PvE
mobs. Between the “To Hit” debuff in Cloak of Fear
and the reduction in
frequency of attack of Feared mobs, CoF provides substantial damage
mitigation even with Death Shroud running.
Certainly,
stacking
Touch of Fear and Cloak of Fear debuffs and Fear effects suggests that
you can never have too much of a good thing. Many people who play DM/DA
cite this power combo as one of the things that attracted them to the
combination in the first place. The ability to reduce your need to a
single Touch of Fear to lock down a Boss is a definite survival
booster, but with other control options available and the loss of the
large “To Hit” debuff in CoF, this is no longer
sufficient
justification inandof itself to take CoF.
Stacking
heals, “To
Hit” debuffs, and Fear are all mechanisms that make DM/DA
more powerful
and more reliable as well (since all of these abilities/effects require
“To Hit” checks). Unfortunately, the potential
levels for any of
DM/DA’s abilities are much higher than you will ever be able
to achieve
ingame, so back-of-an-envelope calculations that indicate that you are
unbeatable should be discarded. The fact that all of DM/DA’s
stacking
effects are built on single target applications stacking on AoE effect
values limits its potential to absolutely dominating single targets and
more modestly affecting groups.
For simplicities
sake, in a nutshell, here are the important power relationships between
and within DM and DA:
Soul Drain + Anything that
deals damage
Siphon Life + Dark Regen ->
Redundant Healing (especially good since both require a hit)
Touch
of Fear + Cloak of Fear -> Stacked Fear + “To
Hit” Debuffs
Cloak of Fear Oppressive
Gloom Dark Regeneration + Death Shroud -> PBAoE + Aggro
generation Dark Consumption Soul Drain
DM
“To Hit” Debuffs + CoF + CoD -> Stacked
“To Hit” debuffs and Defense
“To
Hit” Debuffs + Resistance + Defense + Heals + Control auras
-> Layered defenses
The
accumulation of “To Hit” debuffs from DM attacks is
not insignificant.
Each successful hit applies its debuff for about five seconds. They add
up quickly and enemies will rapidly lose their effectiveness as their
accuracy goes down the proverbial toilet.
builds
Leveling Builds
Level
1-30 (SO slotting) --------------------------------------------- Name:
Fist of Allah Level: 32 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Shadow Punch==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(17)
EndRdx(27) 01) --> Dark Embrace==> EndRdx(1) 02)
--> Smite==> Acc(2) Acc(5) Dmg(7) Dmg(7) Dmg(17) Rechg(27) 04)
--> Shadow Maul==> Acc(4) Acc(9) Dmg(9) Dmg(13) Dmg(13)
Rechg(29) 06) --> Air Superiority==> Acc(6)
Acc(11) Dmg(11) Dmg(15) Rechg(15) Rechg(19) 08) -->
Swift==> Run(8) 10) --> Obsidian
Shield==> EndRdx(10) 12) --> Touch of
Fear==> Acc(12) 14) --> Fly==> Fly(14)
Fly(29) 16) --> Health==> Heal(16) 18)
--> Dark Consumption==> Acc(18) Rechg(19) 20)
--> Stamina==> EndMod(20) EndMod(21) EndMod(21) 22)
--> Dark Regeneration==> Acc(22) EndRdx(23) EndRdx(23) 24)
--> Hover==> Fly(24) Fly(25) Fly(25) 26)
--> Soul Drain==> Acc(26) 28) --> Cloak
Of Darkness==> EndRdx(28) 30) --> Murky
Cloud==> EndRdx(30) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Rechg(2)
This
is a basic build to get you through to level 30. It is designed around
getting you the things that you will need right before or around the
time that you need them. It has four legitimate attacks at L6 and adds
ToF at L12, giving you a strong combination of early damage and
control. Pre-stamina, you will probably only run Dark Embrace in big
fights, relying on Air Superiority and ToF as your primary damage
mitigation. Life gets better after Dark Consumption and Stamina. The
choice of Fly is one of power economics rather than of preference (I
like Super Speed).
Some players might take Dark
Regeneration
or Murky Cloud earlier, but I would recommend going the control route
instead, as the endurance costs are more manageable in the early game,
and your energy is going primarily into damage dealing. Either strategy
will work, but since I am writing this behemoth, I am expressing my
preference .
With the reduction to the magnitude of the Energy Resists to Murky
Cloud, its value in the early game is more in the resistance to
endurance drains that you will see from Clockwork and Outcast Shockers.
If these situations concern you then take Murky over Touch of Fear. It
will definitely help. Just remember that I am somewhere saying,
“I told
you so,” when players who took my advice are clobbering Ogres
(Troll
bosses) in Skyway while you are avoiding them b/c you can’t
hit them
(ToF will help run out the timer on their Rock Armor).
Note:
Although what I call “Power Building” is outside of
the scope of this
writing, here is a tip: For an advanced player with a high level of
skill in melee who wants to rapid-level his toon in hazard zones, I
would recommend taking Death Shroud in place of Swift and moving Swift
into L12 slot (taking Touch of Fear later in life) and pushing Health
off to L20 in favor of taking Dark Regeneration at L16, but inspiration
management is critical in making this strategy work, and it is not as
fun a build to play.
Let’s take a closer
look at the build in the developmental levels:
Level
1-12 (TO slotting)
--------------------------------------------- Name:
Fist of Allah Level: 12 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Shadow Punch==> Acc(1) Acc(3) Acc(3) Dmg(5) 01)
--> Dark Embrace==> EndRdx(1) 02) -->
Smite==> Acc(2) Acc(5) Acc(7) Dmg(7) 04) -->
Shadow Maul==> Acc(4) Acc(9) Acc(9) 06) --> Air
Superiority==> Acc(6) Acc(11) Acc(11) 08) -->
Swift==> Run(8) 10) --> Obsidian
Shield==> EndRdx(10) 12) --> Touch of
Fear==> Acc(12) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Rechg(2)
Commentary This
is a snapshot of the build at level 12 with slotting for Training
Enhancements. When you only have TO’s, Accuracy is about the
only thing
worth slotting in your attacks, at least for the first three slots, if
not four. I typically slot whatever junk I find in the early levels and
sell the rest until I get a lot of accuracy slotted into all of my
attacks. Your enemies take a step up in nastiness somewhere in
this
range, which is why we took Touch of Fear so early. It is not
mandatory, but it makes killing Bosses much easier. Combined with Air
Superiority, Touch of Fear will let you survive in those horrible
Hollows Pickup teams and will make you a very effective Boss killer.
Add the fact that you get Obsidian Shield so early, and this build will
let you amaze and astound your friends when you can stand toe-to-toe
with Frostfire (just don’t do that for too long...).
Once
you
reach level 12, you will gain access to Dual Origin Enhancements.
Without an infusion of influence, you won’t be able to afford
many. Get
Accuracies for your attacks over anything else.
Level
13-22 (DO slotting)
--------------------------------------------- Name:
Fist of Allah Level: 22 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Shadow Punch==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(17) 01)
--> Dark Embrace==> EndRdx(1) 02) -->
Smite==> Acc(2) Acc(5) Dmg(7) Dmg(7) 04) -->
Shadow Maul==> Acc(4) Acc(9) Dmg(9) Dmg(13) Dmg(13) 06)
--> Air Superiority==> Acc(6) Acc(11) Acc(11) Rechg(15)
Rechg(15) Rechg(17) 08) --> Swift==> Run(8) 10)
--> Obsidian Shield==> EndRdx (10) 12)
--> Touch of Fear==> Acc(12) 14) -->
Fly==> Fly(14) 16) --> Health==> Heal(16) 18)
--> Dark Consumption==> Acc(18) Acc(19) 20)
--> Stamina==> EndMod(20) EndMod(21) EndMod(21) 22)
--> Dark Regeneration==> Acc(22) --------------------------------------------- 01)
--> Sprint==> Empty(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Empty(2)
Commentary When
you finish out this portion of the build, you will be on the cusp of
becoming a butt-kicking machine, as Single Origin Enhancements become
available at L22. With DO’s in your build, you should do well
against
most opposition. Air Superiority will become more important as your
defenses (besides increasing Health from leveling and Regeneration from
the power Health at L16) will not be significantly developing in this
period, and it will help cover your deficiencies until you get Dark
Regeneration and slot it. Dark Consumption and Stamina will go a long
way toward giving you the feel the character will have later in the
game.
Levels 14-22 of this build form the
developmental core
of the character, and the amount of ingame change to the way the
character plays will be the greatest in this period. You will start to
really feel the weakness of Dark Armor, the lack of knockdown
protection, in the teen levels. Fly can serve as emergency protection
in the event of chain knockdown or a Ruin Mage encounter, but
don’t
think that you will be able to fight with Fly running.
This
is
the awkward phase for most characters, as they are typically developing
more offensively than defensively. This build should feel a little less
vulnerable than many others, but you will definitely see the problem if
you get stuck alone in the middle of a big group of mobs. Your strength
will be in fighting one or two dangerous targets, not in slaughtering a
dozen minions at a time (Yet...). Try to avoid grabbing too much aggro
at once.
L40 Respec Build --------------------------------------------- Name:
Fist of Allah Level: 40 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Shadow Punch==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(17)
EndRdx(27) 01) --> Dark Embrace==> EndRdx(1)
DmgRes(19) DmgRes(29) DmgRes(31) 02) -->
Smite==> Acc(2) Acc(5) Dmg(7) Dmg(7) Dmg(17) Rechg(27) 04)
--> Shadow Maul==> Acc(4) Acc(9) Dmg(9) Dmg(11) Dmg(11)
Rechg(29) 06) --> Swift==> Run(6) 08)
--> Death Shroud==> Acc(8) EndRdx(13) EndRdx(13) Dmg(15)
Dmg(15) Dmg(31) 10) --> Obsidian Shield==>
EndRdx(10) 12) --> Hasten==> Rechg(12) Rechg(36)
Rechg(36) 14) --> Super Speed==> Run(14) 16)
--> Health==> Heal(16) 18) --> Dark
Consumption==> Acc(18) Rechg(19) EndMod(39) 20)
--> Stamina==> EndMod(20) EndMod(21) EndMod(21) 22)
--> Dark Regeneration==> Acc(22) EndRdx(23) EndRdx(23)
Rechg(31) Rechg(37) 24) --> Hover==> Fly(24)
Fly(25) Fly(25) 26) --> Soul Drain==> Acc(26)
Rechg(36) Rechg(39) Rechg(40) 28) --> Cloak Of
Darkness==> EndRdx(28) 30) --> Murky
Cloud==> EndRdx(30) DmgRes(34) DmgRes(37) DmgRes(37) 32)
--> Midnight Grasp==> Acc(32) Dmg(33) Dmg(33) Dmg(33)
Rechg(34) EndRdx(34) 35) --> Oppressive Gloom==>
Acc(35) DisDur(40) 38) --> Touch of Fear==>
Acc(38) EndRdx(39) Rechg(40) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Rechg(2)
Commentary This
build is a L40 respec into a classic Dark Melee build with Hasten and
Super Speed. Shadow Punch is interchangeable with Air Superiority, and
Hasten, Super Speed, and Hover are Interchangeable with Combat Jumping,
Super Jump, and Acrobatics if you prefer the Leaping Pool for travel
and Knockback protection. It is a fun build to play and is balanced
against most game content. It is a hammer when both Soul Drain and
Hasten are available at the beginning of a fight.
You
have to
take off the training wheels to play this build, as the action is fast
and often furious. I took you through the developmental period with Air
Superiority as a security blanket, and you can keep it if you like, as
it is still nice against most Bosses, but you don’t really
need it any
more. With Soul Drain, Death Shroud, and Oppressive Gloom available,
Minions are a non-factor in most combats and serve only to fuel your
ability to cut down Lieutenants and Bosses like Hellions in Atlas Park.
L50
Respec Build --------------------------------------------- Name:
Fist of Allah Level: 50 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Shadow Punch==> Rechg(1) Rechg(3) Dmg(3) Dmg(5)
Dmg(17) EndRdx(27) 01) --> Dark Embrace==>
EndRdx(1) DmgRes(19) DmgRes(29) DmgRes(31) 02) -->
Smite==> Rechg(2) Rechg(5) Dmg(7) Dmg(7) Dmg(17) EndRdx(27) 04)
--> Shadow Maul==> Rechg(4) Rechg(9) Dmg(9) Dmg(11)
Dmg(11) EndRdx(29) 06) --> Swift==> Run(6) 08)
--> Death Shroud==> EndRdx(8) EndRdx(13) EndRdx(13)
Dmg(15) Dmg(15) Dmg(31) 10) --> Obsidian
Shield==> EndRdx(10) 12) --> Hasten==>
Rechg(12) Rechg(36) Rechg(36) 14) --> Super
Speed==> Run(14) 16) --> Health==>
Heal(16) Heal(40) Heal(40) 18) --> Dark
Consumption==> EndMod(18) Rechg(19) Rechg(39) Rechg(43)
EndMod(46) 20) --> Stamina==> EndMod(20)
EndMod(21) EndMod(21) 22) --> Dark
Regeneration==> EndRdx(22) EndRdx(23) EndRdx(23) Rechg(31)
Rechg(37) 24) --> Hover==> Fly(24) Fly(25)
Fly(25) 26) --> Soul Drain==> Rechg(26)
Rechg(36) Rechg(39) 28) --> Cloak Of Darkness==>
EndRdx(28) 30) --> Murky Cloud==> EndRdx(30)
DmgRes(34) DmgRes(37) DmgRes(37) 32) --> Midnight
Grasp==> Rechg(32) Rechg(33) Dmg(33) Dmg(33) Dmg(34) EndRdx(34) 35)
--> Oppressive Gloom==> DisDur(35) DisDur(40) 38)
--> Touch of Fear==> TH_DeBuf(38) EndRdx(39) 41)
--> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42)
TH_Buf(42) TH_Buf(43) TH_Buf(43) 44) --> Laser Beam
Eyes==> Rechg(44) Rechg(45) Dmg(45) Dmg(45) Dmg(46) EndRdx(46) 47)
--> Siphon Life==> Heal(47) Heal(48) Heal(48) Rechg(48)
EndRdx(50) 49) --> Conserve Power==> Rechg(49)
Rechg(50) Rechg(50) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Rechg(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Rechg(2)
Commentary This
is a L50 respec PvE build that expands the L40 build to include the
Epic pools and reslots to account for the availability of Focused
Accuracy.
This build is essentially the same as
theL40
version, but it is all grown up. It has added Focused Accuracy, Laser
Beam Eyes, Siphon Life and Conserve Power. It is, for lack of a better
phrase, “wicked bad” and will put the fear of God
into most anything
that you want to fight.
Other
PvE Builds
Fear
Meh! (Respec)
--------------------------------------------- Name:
Fist of Allah Level: 50 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Smite==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(5) EndRdx(7) 01)
--> Dark Embrace==> EndRdx(1) DmgRes(7) DmgRes(9)
DmgRes(9) 02) --> Shadow Maul==> Acc(2) Acc(11)
Dmg(11) Dmg(13) Dmg(13) EndRdx(15) 04) --> Death
Shroud==> Acc(4) Acc(15) Dmg(17) Dmg(17) EndRdx(19) EndRdx(34) 06)
--> Air Superiority==> Acc(6) Acc(21) Dmg(21) Dmg(23)
Rechg(23) Rechg(25) 08) --> Touch of Fear==>
Acc(8) EndRdx(19) Rechg(25) Fear(27) Fear(29) Fear(29) 10)
--> Obsidian Shield==> EndRdx(10) 12) -->
Swift==> Run(12) 14) --> Fly==> Fly(14) 16)
--> Health==> Heal(16) 18) --> Dark
Consumption==> Acc(18) Acc(31) Rechg(33) Rechg(33) Rechg(33)
EndMod(34) 20) --> Stamina==> EndMod(20)
EndMod(27) EndMod(34) 22) --> Dark
Regeneration==> Acc(22) Acc(36) EndRdx(36) EndRdx(36) Rechg(37) 24)
--> Hover==> Fly(24) Fly(31) Fly(31) 26)
--> Soul Drain==> Acc(26) Rechg(37) Rechg(39) 28)
--> Cloak Of Fear==> Acc(28) Acc(39) Acc(39) EndRdx(40)
EndRdx(40) EndRdx(42) 30) --> Cloak Of
Darkness==> EndRdx(30) 32) --> Midnight
Grasp==> Acc(32) Acc(37) Dmg(42) Dmg(42) Dmg(43) EndRdx(43) 35)
--> Murky Cloud==> EndRdx(35) 38) -->
Siphon Life==> Acc(38) Acc(40) Heal(43) Heal(45) Heal(45) 41)
--> Petrifying Gaze==> Acc(41) Acc(45) Rechg(46) Rechg(46) 44)
--> Dark Blast==> Acc(44) Acc(46) Dmg(48) Dmg(48) Dmg(48) 47)
--> Tenebrous Tentacles==> Acc(47) Acc(50) 49)
--> Hasten==> Rechg(49) Rechg(50) Rechg(50) --------------------------------------------- 01)
--> Sprint==> Empty(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Empty(2)
Commentary Fear
Meh! is about using Cloak of Fear to make it easier to use Touch of
Fear to Scare Bosses for a long time. It picks up a Hold in Petrifying
Gaze from the Darkness Mastery EPP and an Immob in the form of
Tenebrous Tentacles.
While not the strongest overall
DM/DA
build, Fear Meh! definitely has its charms. It is very strong on
control options and is rarely without an answer to a problem. Despite
its endurance-sucking ways, Fear Meh! could easily be converted into
one of the nastiest, most annoying, most reviled PvP builds ever.
AV
Buster Build - Old School --------------------------------------------- Name:
Fist of Allah Level: 50 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Smite==> NucleExp(1) Dmg(3) Dmg(3) Dmg(5) Dmg(5)
Dmg(25) 01) --> Dark Embrace==> RibosExp(1)
DmgRes(7) DmgRes(7) DmgRes(15) DmgRes(19) DmgRes(19) 02)
--> Shadow Punch==> NucleExp(2) Dmg(9) Dmg(9) Dmg(11)
Dmg(11) Dmg(23) 04) --> Shadow Maul==>
NucleExp(4) Dmg(13) Dmg(13) Dmg(25) Dmg(27) Dmg(27) 06)
--> Touch of Fear==> LysosExp(6) LysosExp(15)
LysosExp(17) EnzymExp(17) TH_DeBuf(43) 08) -->
Swift==> Run(8) 10) --> Obsidian
Shield==> RibosExp(10) RibosExp(21) 12) -->
Hasten==> Rechg(12) Rechg(21) Rechg(23) Rechg(39) Rechg(39) 14)
--> Super Speed==> Run(14) 16) -->
Health==> Heal(16) 18) --> Dark
Consumption==> Acc(18) Rechg(37) EndMod(37) 20)
--> Stamina==> EndMod(20) EndMod(29) EndMod(31)
EndMod(31) EndMod(34) EndMod(46) 22) --> Dark
Regeneration==> Acc(22) GolgiExp(31) GolgiExp(33) GolgiExp(33)
Rechg(33) Rechg(39) 24) --> Hover==> Fly(24)
Fly(34) Fly(34) 26) --> Soul Drain==> Rechg(26)
Rechg(29) Rechg(36) Rechg(36) Rechg(36) Rechg(37) 28)
--> Cloak Of Darkness==> CytosExp(28) 30)
--> Murky Cloud==> RibosExp(30) 32) -->
Midnight Grasp==> NucleExp(32) Dmg(40) Dmg(40) Dmg(42) Dmg(48)
Dmg(50) 35) --> Cloak Of Fear==> EnzymExp(35)
EnzymExp(40) EnzymExp(42) LysosExp(42) TH_DeBuf(43) TH_DeBuf(43) 38)
--> Siphon Life==> GolgiExp(38) GolgiExp(45) GolgiExp(45)
Acc(45) 41) --> Conserve Power==> Dmg(41)
Rechg(46) Rechg(46) Rechg(48) Rechg(48) Rechg(50) 44)
--> Boxing==> Acc(44) 47) -->
Tough==> DmgRes(47) DmgRes(50) 49) -->
Confront==> Range(49) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Empty(1) 01) --> Critical Hit==>
Empty(1) 02) --> Rest==> Empty(2)
Commentary This
is an example of an “old-school,” perma Soul Drain,
AV-fighting build.
I ran several versions of this build on the Test server that did
different things—this one is geared toward AV’s
that deal
Smashing/Lethal damage. All of them abused Cloak of Fear and Touch of
Fear, and the more radical versions slotted Cloak of Darkness and
brought in Weave to really amp up the defense. I’ll discuss
how you use
this build in the strategy section, but it was fun stuff, if not a
little tedious. If only my friend with a ton of HO’s
hadn’t quit the
game, I could have done more AV testing back when it was still
possible. I am still a little chapped that he didn’t divest
himself of
all of his HO’s and give them to me on the Live server before
he left,
but I guess he is reserving the right to return someday. I wish that I
had kept some of those copies on Test, but they would not be very good
now anyway. I made some I5 versions of this build that worked
reasonably well, but it just wasn’t the same (especially
without the
extra HO’s).
Pre-I5, Cloak of Fear had a
large “To Hit” debuff,
and when combined with Touch of Fear, Cloak of Darkness, and Weave, it
was insane. If you could manage your endurance properly, you were as
tough as anything in the game. The problem with Dark Armor has always
been that there is a skill component in getting it to perform at the
level of other secondaries because of the need to keep aggro very
tight. When they changed Fear to cower foes instead of making them flee
in terror, but left the debuff magnitude in tact, and allowed the
armors to stack, Dark Armor was imbalancingly powerful. Those who
figured it out reaped the benefits. Those who didn’t
continued to
bemoan their wretched existence behind the performance curve. Although
DA could never handle uplevel mobs like Regen, Inv, and SR, it could
handle Firetank-esque numbers of even cons, if you could micro-manage
the herd.
PvP Builds
Sacrilege!
Striker Build 0.5
--------------------------------------------- Name:
Fist of Allah Level: 50 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Smite==> Acc(1) Dmg(3) Dmg(3) Dmg(5) Rechg(5)
EndRdx(48) 01) --> Dark Embrace==> DmgRes(1)
DmgRes(7) DmgRes(7) EndRdx(15) 02) --> Shadow
Punch==> Acc(2) Dmg(9) Dmg(9) Dmg(11) Rechg(11) EndRdx(23) 04)
--> Murky Cloud==> DmgRes(4) DmgRes(13) DmgRes(13)
EndRdx(17) 06) --> Touch of Fear==> LysosExp(6)
LysosExp(15) LysosExp(17) 08) --> Swift==>
Run(8) Run(19) Run(19) 10) --> Obsidian
Shield==> EndRdx(10) 12) --> Hasten==>
Rechg(12) Rechg(21) Rechg(23) 14) --> Super
Speed==> Run(14) Run(21) 16) -->
Health==> Heal(16) Heal(25) Heal(25) 18) --> Air
Superiority==> Acc(18) Dmg(27) Dmg(27) Dmg(29) Rechg(29)
EndRdx(43) 20) --> Stamina==> EndMod(20)
EndMod(31) EndMod(31) 22) --> Dark
Regeneration==> Acc(22) Heal(31) Rechg(33) Rechg(33) EndRdx(33)
EndRdx(34) 24) --> Hover==> Fly(24) Fly(34)
Fly(34) 26) --> Siphon Life==> Heal(26) Heal(36)
Heal(36) Dmg(36) Dmg(37) NucleExp(37) 28) --> Dark
Consumption==> EndMod(28) EndMod(37) Rechg(39) Rechg(39)
Rechg(39) Acc(40) 30) --> Cloak Of Darkness==>
EndRdx(30) 32) --> Midnight Grasp==> Acc(32)
Dmg(40) Dmg(40) Dmg(42) Rechg(42) EndRdx(50) 35) -->
Cloak Of Fear==> EnzymExp(35) EnzymExp(42) LysosExp(43) 38)
--> Oppressive Gloom==> Acc(38) DisDur(43) DisDur(45)
DisDur(45) 41) --> Focused Accuracy==>
TH_Buf(41) TH_Buf(45) TH_Buf(46) EndRdx(46) EndRdx(46) EndRdx(48) 44)
--> Conserve Power==> Rechg(44) Rechg(50) Rechg(50) 47)
--> Teleport Foe==> Acc(47) 49) -->
Teleport==> EndRdx(49) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Rechg(1) Rechg(48) 01) --> Critical
Hit==> Empty(1) 02) --> Rest==> Empty(2)
Commentary This
build gets its name from the fact that it skips several of what are
considered staple powers in favor of higher Dps attacks and greater
mobility. You will notice that Shadow Maul, Soul Drain, and Death
Shroud are all missing in action. This was the first build that I
designed for open Zone play in the high end game. I have tested it in
the Arena with mixed results. It has good control in CoF and OG, but in
fights that drag out, it sucks endurance like it is going out of style.
This build does well against annoying opponents and packs nasty
surprises for those who would molest you. You can drop the extra
accuracies out of the damage-dealing attacks in favor of recharge time
reducers if you are willing to run away from anything that shows any
hint of elevated Defense.
The build is the
“Alpha” version of my
so-called Striker Builds. The Striker philosophy is one of controlling
entry into and retreat from combat—fighting only on your
terms.
Slotting Swift and Super Speed makes you faster than just about anyone
you will face in PvP. Teleport is added for getting in and out of
combat quickly and serves as additional Immobilize protection and as a
quick getaway from TP Foe. Focused Accuracy combines with Cloak of
Darkness to increase perception sufficiently to mitigate the Stalker
threat somewhat, and the combination of OG, CoF, and ToF gives you good
options for dealing with most opponents.
The ideal
way to play
an effective Striker is to activate Hasten and Teleport into combat
range and prepare to kite with Super Speed and Touch of Fear. If
Conserve power is available, then you can fight in a pitched battle.
Make sure to pop a Breakfree before zipping in if taking on multiple
opponents. When fighting multiple opponents, take out the squishies
first, as they will not remain in melee range for long, and you can
leverage Dark Regeneration and Dark Consumption to greater effect if
you need them. If Conserve Power is not up, then it is a good idea to
exit any combat that you cannot win within about 20 seconds. You should
carry several Blues in your tray with this build, but their purpose is
to buy you enough energy to Teleport out or to fire off your AoE heal,
not to fight. Your attack chain when you get the upper hand and Fear or
Stun an opponent is
SP->MG->SP->AS->SP->Smite->Siphon
Life->SP->AS. This will rip through most opponents in
very short
order. Frequently, Dark Consumption has ended up filling the role of an
attack when I am close to victory.
Notice that Brawl
is slotted
only for recharge, as it is meant to be a toggle dropper against melees
with toggle-based mez protection. Defense-based sets typically have
click-based mez protection.
On the downside, my PvP
testing has
shown that Shadow Maul is a very valuable power in efficiently dropping
opponents. Although this build technically deals more damage per unit
time than a build featuring Shadow Maul, the endurance cost is very
high when compared with the efficiency of Shadow Maul. Lack of a ranged
attack aside from TP Foe can be frustrating when fighting Easter
Bunnies (my nickname for PvP’ers who run Combat Jumping +
slotted
Hurdle and hop around all over the place). Still, this Striker build is
one to be “feared,” as it has an answer for just
about every situation.
Darkity, Dark, Dark,
Striker Build
--------------------------------------------- Name:
Fist of Allah Level: 50 Archetype: Scrapper Primary:
Dark Melee Secondary: Dark Armor --------------------------------------------- 01)
--> Smite==> Acc(1) Acc(3) Acc(3) Dmg(5) Dmg(5) Dmg(17) 01)
--> Dark Embrace==> DmgRes(1) DmgRes(7) DmgRes(7)
EndRdx(15) 02) --> Shadow Punch==> Acc(2) Acc(9)
Acc(9) Dmg(11) Dmg(11) Dmg(13) 04) --> Murky
Cloud==> EndRdx(4) 06) --> Touch of
Fear==> LysosExp(6) LysosExp(13) LysosExp(15) 08)
--> Swift==> Run(8) 10) --> Obsidian
Shield==> EndRdx(10) 12) --> Hasten==>
Rechg(12) Rechg(19) Rechg(21) 14) --> Super
Speed==> Run(14) Run(17) 16) -->
Health==> Heal(16) Heal(23) Heal(23) 18) --> Air
Superiority==> Acc(18) Acc(19) Acc(21) Dmg(27) Dmg(27) Dmg(29) 20)
--> Stamina==> EndMod(20) EndMod(25) EndMod(25) 22)
--> Dark Regeneration==> Acc(22) Acc(31) Acc(33) Heal(33)
EndRdx(33) EndRdx(34) 24) --> Hover==> Fly(24)
Fly(31) Fly(31) 26) --> Siphon Life==> Acc(26)
Acc(36) NucleExp(36) Dmg(36) Dmg(37) Heal(37) 28) -->
Dark Consumption==> Acc(28) Acc(37) Acc(39) EndMod(39)
EndMod(39) EndMod(40) 30) --> Cloak Of
Darkness==> EndRdx(30) 32) --> Midnight
Grasp==> Acc(32) Acc(34) Acc(34) Dmg(40) Dmg(42) Dmg(42) 35)
--> Teleport Foe==> Acc(35) Acc(43) Acc(46) 38)
--> Oppressive Gloom==> Acc(38) Acc(40) Acc(43) 41)
--> Petrifying Gaze==> Acc(41) Acc(42) Acc(43) 44)
--> Dark Blast==> Acc(44) Acc(45) Acc(45) Dmg(45) Dmg(46)
Dmg(46) 47) --> Tenebrous Tentacles==> Acc(47)
Acc(48) Acc(48) Dmg(50) Dmg(50) Dmg(50) 49) -->
Teleport==> EndRdx(49) --------------------------------------------- 01)
--> Sprint==> Run(1) 01) -->
Brawl==> Acc(1) Acc(29) Acc(48) 01) --> Critical
Hit==> Empty(1) 02) --> Rest==> Empty(2) ---------------------------------------------
Commentary Maintaining
the concept of the fast-moving build, but making concessions for
slotting needs, this version of the Striker build opts for Darkness
Mastery as its EPP of choice. This build does more damage than the Body
Mastery version at the cost of some control and some speed. The loss of
Focused Accuracy means that the build has to go to extreme accuracy
slotting. This is the norm for non-tactics builds in the current PvP
zones, but losing this many slots to accuracy will surely sap the
potential power of the build in the high-end game. We can already see a
loss of Speed in the build from having to give up slots in Swift for
accuracy slotting of Brawl. Whether or not the extra damage from Dark
Blast and Tenebrous Tentacles offset the increased recharge times of
your other attacks is debatable until Hasten comes into play. While
Hasten is up, the Dark build has great firepower...until your endurance
goes, which does not take long. This is why Dark Consumption is slotted
to maximize recovery from a single target.
Overall,
this build
is less wicked against the general field than the Body Mastery, Striker
build, but with Petrifying Gaze, you have one more mechanism to run
your opposition out of Breakfrees. This Darkness Mastery Striker is
definitely a good squishy killer, but it lags in its ability to take
down foes with better damage mitigation/more Health due to its chronic
lack of staying power. This build needs lots of Blues in the
tray...lots of Blues.
There are several other
Striker-style
builds that I am looking at and want to test when Recluse’s
Victory
hits Test, but these are good examples to start off with. Other builds
do things like slotting Soul Drain for damage to get the highest damage
output that you possibly can in the shortest amount of time, but they
are beyond the scope of this discussion, as I have not tested any of
them yet, even in the Arena. I plan to follow up on PvP Zone building
for the high-end game when I have gotten my head handed to me enough
times that there is actual data to report. I am more interested in
playing the high end game, and once I understand it, I will scale back
and redesign for the lower level PvP zones.
Book IV:
Ecclesiastes
philosophies and strategies
Now
that you have had a chance to look over the powers and the various
builds that I have laid out, let’s talk DM/DA philosophy for
a moment.
While not the stuff of Aristotle, Voltaire, or Mill, there is a school
of thought behind well-played DM/DA Scrappers. “Jump in and
start
flailing” is fun, but it will not consistently yield the same
results
for DM/DA as it will for other primary/secondary combinations. Dark
Melee does not have enough front-loaded firepower and Dark Armor does
not have sufficient, self-contained (in terms of unconditional
Resistance, Defense, and Healing) damage mitigation to match up with
something along the lines of say, Broadsword/Regeneration.
DM/DA
thrives with a good setup and plan of action. It lags in performance
otherwise. You may say, “Well I am a good DM/DA player, and I
don’t
need a plan to be effective. I can jump in and sling hash with the best
of them. I don’t need an attack chain. Gamemaster is full of
poo poo.”
Well, all I can say is that you are right, conditionally anyway. Anyone
who has read more than three or four of my DM/DA posts (and actually
paid attention) will recognize the term “real
fight.” I always qualify
my strategy-related commentary with that term.
What
I mean by
a “real fight” is a fight that I not only might
lose, but one that I am
more likely to lose than to win. Standing in the Storm Palace looking
at a group of L52 Brutes with three Bosses, two Lieutenants and four
Minions and having only one small Purple in my tray is a good example
of a “real fight” or a fight that I probably will
not win. Fights
against ten even cons (past L22) with no Bosses are good fights, and
may require you to pop an inspiration or three, but they are not
“real
fights,” they are routine fights. Getting isolated by a
full-team,
Invincible spawn is a “real fight” these days. The
choices that you
make in positioning yourself in combat and the order in which you do
things and use your resources make a big difference in the outcome of
“real fights.” When I am talking about strategy, I
am almost always
talking about “real” fights.
When
you burn your Purples and your
Greens, how far you let your Health drop before hitting Dark
Regeneration or Siphon Life, and when you click the Conserve Power
button are examples of resource management decisions. Some of these are
obvious. Some decisions are not so obvious and can and will get you
killed when played wrong.
For example, everyone
knows that the
most dangerous parts of a non-AV fight are when mobs hit with their
initial alpha strike and when they have all recharged that initial
attack and hit you with it again. Mob AI is such that it often trends
down a pretty deterministic path, no matter how many mobs are present.
I never cease to be amazed that Rikti soldiers can simultaneously pull
their rifles out, shifting in unison, and fire without any practice
(they just stand around as far as I can tell until they have something
to do). They should head to Broadway with that act, although I daresay
that the front row might end up somewhat worse for wear after their
first number. The time to pop purples is obviously at the beginning of
the fight. Don’t waste them, but don’t be afraid to
eat enough to get
the job done. If you see a bunch of Lieutenants or Bosses, go ahead and
eat three but save that fourth one for later unless you are fighting
+3’s, something insanely accurate (e.g. Rularru Eyes), or the
Psi-Clockwork King.
Where a regen player sizes up
a fight
based on what he knows he can handle in terms of aggro and damage, a
DM/DA player knows that the outcomes of big fights vary so widely that
he cannot predict whether something is impossible or not unless the
situation is so outrageous as to preclude the possibility of even
attempting it. You might win a fight against ten +1 lieutenants and
turn around and five minutes later and lose a fight to six even-con
Minions and two Lieutenants. When every cool power you have has a
“To
Hit” check attached to it, nothing is certain.
melee strategies
A
rolling stone gathers no moss
One
of the biggest mistakes you can make as a DM/DA player, and I have seen
a lot of players do it, including myself, is to set your feet in
concrete. Standing still in a mass melee is not good for any AT and it
is definitely a luxury that you cannot afford when you are relying on
Dark Armor to save your life. Stick and move. Don’t run
around for the
sake of running around; you are jockeying for optimal combat position.
When you set your feet, every mob in melee range of you who has the
option is hitting you with his most powerful attacks. Each step you
take that forces a mob who would have attacked you to chase you
instead, reduces the number of hits that you take in a given time
period, effectively increasing the effectiveness of your secondary.
Coupling this with the fact of the existence of the AoE limit and your
PBAoE control armors, and you are more able to spread the wealth in a
crowd. Making sure that Death Shroud regularly ticks everyone is a good
way to keep mobs from doing annoying things besides attacking you (like
using buffs and debuffs and blowing themselves up...that sort of
thing). It also helps get the most benefit from Shadow Maul, as you
have ample opportunity to punch through nearby ranged mobs, catching
them in the fracas. Practice for a while, and you will find that you
can keep moving and not interrupt or significantly slow the pace of
your attacks. Continuously hitting multiple targets with Shadow Maul
makes up for a couple of tenths of a second here and there.
For
fun, go to the Hollows, Terra Volta or Crey’s folly, or even
the RCS
and fight some big groups of mobs that are lower level than you and
practice running around one Boss and dragging another behind you as the
group shifts to reposition itself to hit you. It is common for Rikti
Chief Soldiers and Freakshow Tank Smashers to get so confused that they
will get hung up in a group of their own men for a while, then run
fifty feet away, completely outside of the group so that they can turn
around and get a fresh take on the situation—meanwhile you
have beaten
their buddy into paste and are looking for another victim.
Divide
and conquer
Sometimes
you have to fight out in the wide open. That is why we practice the
Stick and Move, but there are other times that there is complex terrain
or obstacles that can break up aggro or line of sight. This is a
specific case of the “almighty pull” and is an
important concept in
general, but it is especially important to Scrappers and doubly so for
DM/DA. Although maxxing out your Soul Drain targets is fun, if you can
confuse a group of baddies by getting them involved in chasing you
through a maze or hung up on each other trying to get around a corner,
you might have better results, especially in those instances where the
group has a particularly nasty alpha strike or ongoing attack pattern
that might involve more than mere damage (e.g. Green Ink Men).
In
Touch of Fear, Dark Melee has one of the great single-target
neutralizers in the game. By thinning out a group and fighting them in
bursts, a few at a time, Dark Melee can leverage the control ToF
provides, and in reducing incoming damage to something more manageable
than that of an entire spawn, in many cases, the player can leave Dark
Regeneration as an emergency option and rely on Siphon Life to provide
the Healing layer of protection. The major difference in DM/DA and
other sets in low-number encounters is that a DM/DA scrapper fighting
two <whatevers> does not really care what the
<whatevers>
are, so long as it can make consistent “To Hit”
checks against them. +2
or +3 Bosses are not much more of a threat than Minions in terms of
actually losing the fight (although the Bosses will probably beat on
you a little more early)...that is, until you start missing them. Cloak
of Fear + Touch of Fear makes Bosses into Whiny Babies (albeit with
dangerous tantrums and smelly spit up).
Attack
chains
This
is a topic that annoys some people because, for whatever reason, they
view using an attack chain as mindless button mashing, or somehow
admitting that they use one implicitly diminishes their status as a
top-flight player. Neither of these observations is true. An optimal
attack chain is a tool that you will need to use at times to maximize
your efficiency and to make the most of your skill, and more
importantly, it is something that if you understand, will allow you to
make better decisions on the fly. Intuition is not a mystical force; it
is the interaction of basic knowledge and single-level logic. The more
you know about something, the better your intuition will be in matters
regarding it.
The necessity for an attack chain in
combat is not
to take down four mobs standing outside Deimos Innovations in Talos or
to beat down a Corruptor who has wandered to close to you in a practice
base raid. The times that you need your attack chain are when you need
to output damage as fast as possible. Examples of these times are when
you are standing in front of an AV with a Defender behind you, beating
on the portal in the Infernal mission, when you just popped three
Purples and are facing down a huge group, or any other situation where
time is of the essence and you have no intention of running away.
I
typically open fights with an attack chain based on the situation, but
once engaged and entrenched in combat, I tend to break the pattern
where appropriate. For example, if there is a mob that I can put away
with Shadow Punch, I don’t fire Midnight Grasp or Shadow Maul
for the
coup de grace (well, unless it is an annoying mob, and the fight is
basically over).
Let’s look at a couple
of Dark Melee attack chains.
The
classic Dark Melee chain under Hasten or with attacks slotted with two
recharge time reducers is
MG->Smite->SP->SM->Smite->SP
with a pause at the end to eat an inspiration, fire off Siphon Life,
Touch of Fear, or whatever you like. This is a high Dps chain that will
quickly kill off small targets and greatly reduce the accuracy of hard
targets as it cuts into them. You can substitute Boxing, Laser Beam
Eyes, Dark Blast, or Air Superiority for SP in the chain without
missing a beat. Obviously you can start at any point in the chain so
long as you maintain the order of the attacks.
There
are some
developmental chains that I like to use pre Midnight Grasp. My favorite
is a control-oriented chain that is very efficient at keeping Bosses
busy getting up off the ground—Air Superiority->Shadow
Maul->Air
Superiority->Smite->Shadow Punch, again with a brief
pause at the
end to take an action if the spirit moves you to do so.
There
are other attack chains that do good Dps or provide control, but I
think you get the idea. I just wanted to touch on the subject of attack
chains and explain their relevance. While not a substitute for
situation-appropriate decision-making in combat, attack chains can help
overcome the tendency of some players to start off slowly and knowledge
of them can improve that “feel for things” upon
which we often find
ourselves relying.
In the words of a wise man,
“Know your attack chain. Don’t get hung up on your
attack chain.”
v. AV’s
Solo
AV fighting is all but a lost art for Scrappers. There was a time that
“soloing an AV” meant something different than
“the AV killed you
without his friends noticing.” It was still possible, even in
I5, using
a classic strategy, for DM/DA to beat some of the Praetorian
AV’s (one
of them was not Infernal, I can assure you...). Although I was never a
hard-core “Big Game” hunter like PowerFist, I did
my share of testing.
This is not a topic that I was ever willing to discuss in the open
forums, but now that it is patently “impossible,”
what the heck?
Using
the aforementioned AV-Buster build and good tactics in rounding up mobs
with Cloak of Fear, you could hunker down in a safe spot, surrounded by
friends, and use Soul Drain to fuel your damage and Dark Regeneration
and Siphon Life to keep your health up while you beat the hoohah out of
an unsuspecting ArchVillain. The catch was to avoid Dark Consumption,
as you would kill off your friends too quickly, and that would spell
disaster unless there were enough Lieutenants in the group to handle
the damage. Confront was in the build to help you quickly make new
friends and to make sure that the AV knew where you were in the event
that you wanted to pull him (say, in a situation where he was standing
next to a big, fiery portal, and you didn’t feel like
fighting 100 mobs
at once).
When CoF had a mega “To
Hit” debuff value, a
well-slotted Cloak of Fear, Cloak of Darkness and Weave were enough to
floor the chance “to hit” of just about anything
(non AoE) outside of
the Shadow Shard. With this combination, you were more than safe from
the AV and the group of buddies (Soul Drain fodder) that you had
collected. When you added in Touch of Fear to the equation, the AV was
spending his time quaking when he was on the wrong side of the
triangles of doom. In the heyday of Scrapper secondaries, DM Scrappers
of every variety did obscene things to AV’s that probably
weren’t legal
in several countries.
The key to properly utilizing
the
AV-Buster build was carrying the right Kora Fruit inspirations.
Typically, a single Big Purple (I popped it at the beginning of the
fight to get things off on the right foot), Five Big Greens, Nine Big
Blues, and Five Big Reds (a whole pack of cinnamon goodness to help
keep the flavor after Soul Drain loses its freshness) were enough to
get the job done. In combat, Siphon Life generally kept you in pretty
good Health, as most attacks missed you or hit for a third to half of
your Health in damage, but every now and again, a Big Green sure came
in handy. Runners are annoying, but that is why I said that you needed
to hunker down.
Post ED, I recommend that you
exercise more
caution in AV fights and forget soloing. Don’t hold your
heals, and
don’t expect to impress Anti-Matter with your CoF herding
tricks. One
of the few things I have figured out in the modern game is that, unless
you are just covered up in buffs, attempting to tank the big boys is
insane. I turned off Hover in my most recent encounter with Infernal to
“take advantage” of his Knockback combined with his
inability to “one
shot” me (Infernal is a rapid, two-shot specialist).
I’d run up on him
and hammer him until he hit me and knocked me back. My teammates would
pick up his aggro until I could recover and get back into the fight.
PvE
There
is really not a lot for me to say about strategizing in PvE fights that
I have not already said except to go into the details of how I approach
cracking groups of mobs and selecting targets. What that boils down to
is killing or neutralizing dangerous support units (like those that
heal or put up bubbles or drain your endurance) first and making sure
that the Bosses get enough attention from Touch of Fear to be a lesser
threat while doing so. Examples of dangerous support units to DM/DA
include: Raider Engineers, Tsoo Sorcerers, Spectral Daemon Lords,
Avalanche Shaman, Rikti Guardians, Crey Medics, Voltaic Tanks,
Earth/Air Thorn Casters, and Green Ink men. Sappers are not as
dangerous to DA Scrappers as they are to most other toons, and it is
fun to leave them for last at times, just to prove a point.
Fighting
in PvE is usually about grinding mobs for XP or influence (Thank God
they have started transferring influence to Test!). Sometimes you are
testing new tactics or an exciting new power, but this is rare. Reading
many player guides, you will see many recommendations that include
fighting +3 mobs for the superior XP return and the
“challenge.” This
is all fine and dandy, but in the time it takes to kill a +3 Boss, you
could make significantly more XP fighting even con minions.
Given
that, by the time that you reach level 40, you have to kill thousands
of mobs to make a single level, I think that there is ample opportunity
to pursue enough challenging fights to be satisfied without slowing
your leveling pace to a crawl. There will be time for you to run to the
Storm Palace and be humbled anytime that you feel that you are too
tough or too smart for the game when you reach level 50. If you
don’t
like the Shard, then there is always Monster Island in
Peregrine...Remember, you will make more XP/minute running missions
with your difficulty on Unyielding than you will on Invincible. For
anyone who wants to make the “Invincible is more challenging
argument,”
don’t bother. Any well-built, fully SO’ed Scrapper
can consistently
solo most all of his Invincible missions running nothing but his mez
protection and occasionally running away and employing the almighty
pull when things get sticky. As a bonus, facing greater numbers of
Minions plays to DM/DA’s advantage by supplying greater
numbers for
PBAoE fodder.
At the lower levels, I always
recommend that
players hunt downlevel (-1 or –2) groups and keep on moving.
As a
matter of personal preference, I shun teaming until I hit level 14 or
so to avoid the incredible amounts of downtime that pre-travel power
teams tend to suffer, although at the very low levels, Atlas sewer
teams can yield very nice XP returns that can accelerate a toon from L4
to L10 in short order. Running missions combined with street hunting
back and forth to and from those missions is good XP for the solo
player. I have gotten into the nasty habit of street hunting to about
L14, teaming until L20, and soloing until L30. I have found that I can
grind XP a lot faster in certain level ranges without other people
getting in my way. Past L30, the game is an incredible grind for the
solo player, and I recommend mixing up soloing and teaming and even
working in a few alts to keep it fresh.
Applying
this to DM/DA,
I have decided that my favorite run is beating my way through
Independence Port from L22 to L29, hunting even con and +1 Family. The
Family do almost exclusively Smash/Lethal damage, and only the Capo
Muscle and Underboss are remotely dangerous (unless you have no Immob
protection and get snagged by a Consigliere). Uplevel Capo Gunners are
a sweet spot for easy XP. The Tsoo are a nice change of pace. Dark
Melee has a pretty easy time with Sorcerers, so they are really good XP
sources. In the high 20’s, Tsoo Bosses start showing up. They
are also
pretty easy pickins (especially with Air Superiority) and have good XP
values as well. I have been checking out Croatoa and Striga Isle with
my DM/Regen, and they look like pretty good hunting grounds. Striga is
a good place to get a jump on the Slayer and Silver Bullet badges (for
killing Vampires and Werewolves) that you need for the Atlas Medallion.
The only caveat I will make about street hunting is that there is no
percentage in taking big risks doing it, unless you are just testing
your limits. Mission debt is half of street hunting debt, so take your
risks indoors.
On the higher level zones, I figure
that you will
know your playstyle better than I by the time that you reach the
30’s.
As a matter of preference, I tend to choose Brickstown over Founders
Falls and Crey’s Folly over Eden as places to hunt, mostly
because of
geographic considerations, mob spacing, and ease of XP. Some people are
making good XP running missions in the PvP zones, but I have not shown
the discipline to avoid being sucked into the social aspects of PvP, so
that is not an efficient choice for me.
In the
40’s, even
post-ED, I like the Rikti Crash Site as a hunting ground, but it is
more dangerous than it used to be (Note: make sure to let Rikti Comm
Officers summon their portals before you kill them. The portal is worth
good XP (on the order of six or so Minions worth), but the mobs that
come out of it are worth nothing). It was pointed out to me that using
Death Shroud and Dark Regen to mass-slaughter DE Swarm is a good way to
get your name on the leader board. The Fake Nemeses in Peregrine Island
have very good XP value, but they can be annoying pre-Focused Accuracy
due to their bubbles. The L43 Greater Devoured on the beach to the west
of the PI Ferry are worth pretty good XP at that level, just be
careful—they have friends and toxic spit. If you find
yourself just
wanting to grind a level or two in the late game, get a mission with
Freaks or something similar with an objective besides “kill
all” and
continuously reset and farm it for the mobs. Your own private street
hunt with no invites. There is no shame in grinding.
PvP
I
am not going to wax overly philosophic about PvP except to say that
dying has to be acceptable b/c it is inevitable. Keep your feet moving
and your toggles running. As you’ll note from the builds that
I have
included, speed and travel are important in PvP zones. Your ability to
get into and out of combat at your discretion will dictate your success
as much as your fighting skills and power slotting will. The hardest
thing about being a Scrapper in PvP is understanding that you need to
cut bait and run when you cannot get an upper hand or win quickly.
Against good players, Scrapper-lock in PvP rarely leads to anything but
defeat.
Travel in Arena fighting is about
maintaining your
mobility for short distances, but flat out speed more rarely comes into
play. Slotting Sprint pays off more in indoor fights than it does in
outdoor combat where travel powers are unfettered by map constraints,
at least in terms of vertical limitations. For example, Teleport is
marginally useful in the Arena and often requires another power to help
it shine, but in an open zone, Teleport is extremely powerful for
offense and defense (getting away, escaping Slow and Immob effects,
etc...).
In general, DM/DA does not employ the
typical Scrapper
approach to PvP. The lack of a good Build-Up power in the | |