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'.
This is just a small idea for those who like Build-Crafting. It is to make one of the two sniping-skills from the Epic Power-pool instant-cast all the time to further your single target damage. And also to integrate it into your interface effortlessly.
all the best, Thilenium
Summary Scrapper ('Your choice' - Bio Armor)
+ improve on your single target damage
+ independent of a Primary
+ small investment for a medium overall improvement (+ To-hit, + To-hit to party, +Overall damage, +Single-Target damage, -Overall resistances)
Contents
a) Sniping skills and To-hit bonus
b) Bio Armor as Secondary
c) Leadership as a Power Pool
d) Kismet +6% To-hit
e) integrating the sniping skill into your interface
a) A sniping skill is a long interruptable wind-up single-target skill that does high damage at a long distance. But ... but if you can accumulate 97% To-hit bonus it becomes instant cast. And that of course is what this is all about. And sure, you can use a 'Power-up' skill to temporarily boost your To-hit, there are also a couple of IOs that proc a temporary To-hit buff. But that is beside the point - I wanted it to be permanent.
75% Base To-hit
+ 8% Bio Armor's 'Offensive Adaption'
+ 10% Leadership-pool's Tactics
+ 6% Kismet-set's unique IO
= 99% To-hit Bonus, et voilĂ
To-hit bonus applies to every skill from your kit that has to succesfully land a hit to apply its effect. So basically it is an overall improvement of your damage, crowd control and debuffs.
b) Bio Armor as Secondary
A lot of people say Bio Armor is not the best secondary power (you could choose Willpower for example). In my mind Bio Armor is pretty solid:
1) Bio Armor provides increased hitpoints, hitpoint- and endurance-regeneration through 'Inexhaustible'. This skill also gives you resistances to endurance-drain and slow, two of the most annoying debuffs in the game.
2) there are no big gaps in resistances.
3) Bio Armor has a castable spell to gain hit points/endurance over time when the situation requires it. that spell also does aoe damage and debuffs hitpoint-regeneration in enemies.
4) status protection is good. no stunning (except maybe for two groups in the biggest trial: the Underground Trial), sleeping or whatever. No annoying reactivating of toggles.
But here is why Bio Armor is pretty unique and where the idea comes from: Bio Armor has a unique interaction in a skill called 'Adaptation' that allows you to choose from three different stances. each stance is mutually exclusive to the others. For this suggestion we are only interested in 'Offensive Adaption' because not only does it buff your damage but also gives you a chunk of To-hit bonus. At the expense of Resistances, -7,5% as a tradeoff. Scrappers are usually Off-Tanks so that works.
I cannot find any other Secondary that does that. In this way it makes this small idea applicable to every Primary a Scrapper has access to.
c) Leadership as a Power Pool
As it buffs the whole party Leadership powers are never wrong. You will have to take either 'Maneuvers' (to drop a Luck of the Gambler's Global Recharge-IO in it) or 'Assault' to access 'Tactics'. It all comes at a moderate endurance cost, but Bio Armor can handle that. Tactics with some IOs gives you and your party a decent amount of To-hit.
d) Kismet is a lvl 40 defensive set, one of which offers +6% To-hit. And that goes in some defensive skill that is always on. The skill has to be running to provide the To-hit bonus.
e) integrating the sniping skill into your interface
edit after testing: you have to keep it seperate from the other skills, sadly. or you combine it with an even slower power like 'Blink Blitz'. disregard what you find below unless you continue in order to learn about macros that trigger two skills by pressing one button.
Now this is a very cool thing with the following macro. No worries, it is easy to construct your own macro, I will explain it.
What it does is to check if your Sniping skill is up and ready to be fired and the execute the other skill that you wanted to use anyway. Got that? The Sniping skill is instant-cast and you then execute the intended skill anyway. which means that your intended skill just got a 400 damage boost. Because of the macro you also do not need an extra key in your interface to activate it.
/macro (Name) "powexec_name (Sniping skill)$$powexec_auto (Random Skill from your Primary)$$powexec_auto (Skill from your Primary)"
Copy the macro into a text-file and replace the placeholders AND the brackets. When you have done all that, copy the whole line into your game.
Name: Name your macro. If you use more than 4 letters, the letters will not be properly displayed.
Sniping skill: either 'Zapp' from the Mu Mastery Epic Power-Pool or 'Moonbeam' from Soul Mastery.
Random Skill from your Primary: Any activation skill by name, no auto-skills, and not the skill used here: ...
Skill from your Primary: This skill will be marked as auto-fire. What this does is basically have the skill fire whenever it is ready. You would usually use the lowest recharge one to diminuish gaps in your attack chain. You can also make a skill auto-fire by pressing 'Strg'+left-mouse-button, which for most Archetypes is an immediate damage improvement since level 1 'Brawl'.
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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