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'.
I recently discovered that the Bio Armor Secondary offers a +To-hit bonus aaaaand cue a new build. It has enough +To-hit to make a sniping-skill from the Epic pool instant-castable. The 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 (Savage Melee - Bio Armor)
+ very solid starting character
+ performs great during any stage of the game
+ great sustained damage, single target
+ has an instant-castable sniping power
+ ok (because of a wind-up) sustained damage, area of effect
+ though i use five buttons it is a pretty fast playstyle
+ lots of utility for situational content
- not so suited for tanking
Contents
a) The role of a Scrapper
b) Bio Armor as Secondary
c) Savage Melee as Primary
d) Utility through Power Pools
e) Attack chains, single target and area of effect
f) Genesis Incarnate Power and helpful keybinds and macros
g) Mids DataChunk for the build
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.
b) Bio Armor as Secondary
A lot of people say Bio Armor is not the best secondary power. But as of now it is the only secondary power that i can find that allows the inclusion of 'Zapp', a high-damage, instant-castable sniping skill.
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 build 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, Damage Dealers so that works.
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
c) Savage Melee as Primary
I chose Savage Melee for three reasons. Low activation timers on the skills, no 'Power up'-skill and also out of curiosity if i could make it work. You get some decent skills right of the bat with this Primary making it a solid starting character, also it has a unique mechanic with 'Blood Frenzy'. Many skills give you a stack of it and each stack increases your overall damage until you reach the maximum of five. Once you have reached five stacks you can empower three skills. Yea, i know, this is weird and i do not approve of weird. so let me make it simpler, because i like it simple.
Press 1 ... wait, press 1 again, and then 2 ... wait = you just did 2.700 damage to a single target (if all were crits, but they will not be, thx Mids).
Again, but slower. The macros under f) do the following:
Step 1)
The key '1' and on it the macro 'M1' triggers two skills, you wait because you want the second skill to finish
= 1,97 seconds have passed, you have 2 stacks of 'Blood Frenzy'
Step 2)
Then press '1' again, to just activate the first skill
= 2,77 seconds have passed, you have 3 stacks of 'Blood Frenzy'
Step 3)
The key '2' and on it the macro 'M2' triggers two skills, you wait because you want the second skill to finish
= 6,44 seconds have passed, you had 5 stacks of 'Blood Frenzy' and used them to empower and execute one skill. In this time you dealt a combined 2.700+ damage to a single target, if all were crits. though this number will be lesser due to resistances.
To execute the empowered area of effect skill you repeat the first two steps but in step 3) you use the macro labelled 'PbAoe'.
All you need to run this build are three buttons, with macros. So, why not make it even faster and add 'Zapp' from the Epic power pool and make it instant?! Use it whenever it is up which is like every 8 seconds without the Incarnate stuff. And why not make it even faster by adding 'Blink Blitz' and 'Ball Lightning' as a macro to bridge the distances between you and any mobs.
Five buttons all in all!
I skipped the level 32 skill 'Savage Leap'. I found it cumbersome to use. 'Blink Blitz' and 'Ball Lightning' do about the same damage and have half the cooldown.
d) Utility through Power Pools
In the beginning I mentioned that there is also a lot of utility in this build.
+ You debuff damage, debuff hp regen and endu regen for all mobs around you.
+ 'Blink Blitz' is a great area of effect and utility power for starting any fight and while fighting. This skill sometimes lands you in obstacles. with enough cooldown you can use it on a mob to get out of it again. or you can use the command /stuck.
+ 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.
+ This build has a ranged attack with 'Zapp'
+- 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.
e) Attack chains for single target and area of effect
Here is where it gets a little complex. I use five buttons, because i am lazy. For that i use macros that combine powers. See c) Savage Melee as Primary and also f) for the macros themselves.
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$$follow"
>> autofollow nearest enemy
/macro INC "windowtoggle Incarnate"
>> Open the Incarnate window
/macro M1 "powexec_name Savage Strike$$powexec_auto Rending Flurry$$powexec_auto Maiming Slash"
>> Uses two skills in succession. Use this to build 'Blood Frenzy'. Use again after the two skills were executed to gain three stacks of 'Blood Frenzy'.
/macro M2 "powexec_name Vicious Slash$$powexec_auto Rending Flurry$$powexec_auto Hemorrhage"
>> Uses two skills in succession. The first gives two stacks of 'Blood Frenzy', making it five stacks now, and then executes the empowered single target attack
/macro PbAoe "powexec_name Vicious Slash$$powexec_auto Hemorrhage$$powexec_auto Rending Flurry"
>> Uses two skills in succession. Similar to M2 this macro first adds two stacks 'Blood Frenzy', making it five stacks now, and then executes the empowered area of effect attack
Zapp
>> This is no macro. I just added it to remind you that you have it.
/macro Aoe "powexec_name Blink Blitz$$powexec_auto Rending Flurry$$powexec_auto Ball Lightning"
>> Uses two skills in succession. With a combined activation time of 2,07 seconds and an area of effect of at least 15 ft around the target this macro outperforms most area of effect skills in the Primaries of the Scrapper.
g) Mids DataChunk for the build
Using Mids import the following using Menu: Build Sharing/Import DataChunk
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