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Scrapper, big groups be gone (Electrical Melee - Shield Defense)

Started by thilenium, Dec 08, 2024, 05:17 PM

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thilenium

Morning!

My global handle is @Thilenium and my ingame characters start with or contain 'Thile' in their name - no exception. So far I have played and equipped about 20 characters. ten of which I took through the incarnate stuff. Others I 'swiped left'.
After my Brute build (see 'Brute, the CoH-Workhorse (Super Strength - Bio Armor)') I looked for a bursty champion and found it here. This build represents the current status of my gear and also my zillion hours of experience in improving and reviewing on character builds (tailored to my tastes - sure. and that is where we might not find common ground. but see for yourself).

all the best, Thilenium


Summary Scrapper (Electrical Melee - Shield Defense)
+ ok starting character
+ performs best against large groups of enemies, endgame
+ ok sustained damage, single target
+ great burst damage, area of effect (from lvl 35 onward)
+ solid defenses
+ lots of utility for situational content

- not so suited for tanking

Contents
a) The role of a Scrapper
b) Shield Defense Secondary
c) Electrical Melee Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros

a) The role of a Scrapper
A scrapper is a damage dealer. While he has a taunt-skill he will never have the resistances and hitpoints that make a Brute or Tanker good at it. Scrapper have a chance to critical strike on targets, dealing bonus damage on a target at a chance.
In my mind Scrappers and particulary this build make all the other Blasters, Corruptors and Defenders wish they had chosen a different class. Whereas they have some great area of effect, they do not have it on a twenty second cooldown like this. Currently, using the numbers provided by Mids, this build does around 3000 area of effect damage after you use 'Build up' as burst within a eight to ten seconds timeframe. You also do not have to worry of the enemies immediate retribution, because all of these are of effect skills have knockup.

b) Shield Defense as Secondary
For a single reason: Another area of effect damaging skill 'Shield Charge'. There is another thing to recognize in this Secondary. The main crowd control resistances come from the buff 'Active Defense' which you will have to refresh as soon as it comes up. This concept is pretty unique to this Secondary and of course it is awful ^^.

c) Electrical Melee Primary
For a single reason: The area of effect damaging skill 'Lightning Strike'. There is a small thing about the 'Chain Induction' skill, that the description does not indicate. This skill can chain to another target, and if there is a proc on this skill, you proc on both targets. I used to have a hold-proc in it and it was fun to see two enemies hit.

d) Utility through Power Pools
In the beginning I mentioned that there is also a lot of utility in this build.
+ 'Spring Attack' is a good area of effect and utility power for starting any fight and while fighting. In Combination with Thunderstrike it is decent enough.
+ This build (and 95% of my other builds) contains 'Invisibility' which helps with shortening missions. Find the target on the map, buff up right next to it and cancel the skill.
+ 'Recall' moves your teammates to your position.
+ 'Super Jump' lacks vertical movement. Say hello to 'Hover'. Where does 'Hover' come in handy? some missions have literally no bottom, some are fought in the air (Hamidon). and they will be extremely annoying to anyone without flight powers. Activating 'Hover' does not cancel any other toggles.
- This build lacks a ranged attack for pulling enemies and has to use something like 'Nemesis Staff' for it. but the number of cases where I needed to do that is effectively zero (ITF - pulling the endboss from the topfloor in the third mission), so you can ignore it too, I guess.

e) Attack chains for single target and area of effect
I use the keyboard keys '1' for my Melee-Combo (see below) and '2' 'Havoc Punch' for Single Target. And '3', '4' and '5' for area of effect skills. 'WASD' and mouse to move around. Invisibility on 'Strg+1', when I need to skip to the end of a mission or defeat just a single boss somewhere on the map. The attacks really come together after the Incarnate Stuff.

f) Genesis Incarnate Power and helpful keybinds and macros
Genesis Incarnate Power:
Socket Core Flawless Genesis

Helpful macros and keybinds:
/bind f "target_enemy_near$$follow"
>> autofollow nearest enemy

/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window

/macro M1 "powexec_name Chain Induction$$powexec_auto Havoc Punch$$powexec_auto Charged Brawl"
>> use 'Chain Induction' and 'Charged Brawl' in Succesion

/macro SA "powexec_location target Spring Attack$$powexec_auto Havoc Punch$$powexec_auto Thunder Strike"
>> Use 'Spring Attack' on the target and 'Thunder Strike' in succession

/macro LR powexec_location target Lightning Rod
>> Use 'Lightning Rod' on the target

/macro SC powexec_location target Shield Charge
>> Use 'Shield Charge' on the target

Using Mids import the following using Menu: Build Sharing/Import DataChunk
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