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Posts
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Joined
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You've got A LOT of odd slotting choices. Defense powers underslotted. Damage powers slotted for KB. Endurance powers over-slotted (assuming for set bonuses).
Posting the Data Chunk is beneficial as well, many dislike downloading builds and would rather do the Copy/Pasta. -
So, been lurking around and posting a bit, and I've realized something: Stalkers are screwed on HP.
Yes, it was really nice of Castle to bring Base HP up to Blaster level... but giving Stalkers the HP cap of Blaster's doesn't work with 3 (4) secondaries currently as designed.
Going off of SO's, Regen, Ice Armor, and Energy Aura all have a 40% +HP power. Which, unslotted, wastes 7% of the buff, since the Stalker HP cap is 133% of base. This problem is exacerbated by conventional slotting of Dull Pain (Regen) and Hoarfrost (Ice Armor), since they also have a heal component. Dropping 3 Heal SO's into the power modifies it into a 78% HP buff... or a 45% waste. (Granted, you still retain the 78% base HP heal.)
Overload (Energy Aura) is a little different, most don't slot it for Healing/HP, aside from the futility of it, since you'd rather buff the Recharge and Defense the power gives, and there is no heal attached.
High Pain Tolerance (Willpower) is a slightly odder animal, since it grants 20% +HP unslotted and ~29% slotted, and is permanent (which none of the others can attain with only SO's and no Incarnate). However, it brings awareness to another potential issue... Accolades.
There's 20% +HP between 3 different Accolades... all of which serve to further minimize a portion of the benefit gained from these powers.
So there's the complaining... now for solutions?
I'm not a numbers Guru, but an easy fix would be to raise Stalker HP cap to parity with Scrappers. There's a precedent for it, since Brutes and Tankers are the analogous AT's, and have identical caps defensively. This would potentially be the easiest to effect as well (is well aware of the Code nightmare it could cause to just change 1 number).
Alternately, the three powersets that over-buff could have those powers adjusted, tweaking the amount of +HP given to less, both unslotted and slotted, or lowered and make it unenhanceable. Obviously, if these powers are being lessened in their benefits, there would be a payback elsewhere, perhaps a lowered recharge time/possibility to Perma with 3 Rech SO's.
However, this solution would require MUCH more development time, and would leave the other 4 (5) Secondaries in the cold.
Obviously, with IO's and the plethora of +HP set bonuses and other slotting tricks that can be done, or the addition of Incarnate slots, these problems are exacerbated, and can even come to the fore for the other Secondaries. However, the continually stated position of the Developers is "balance around SO's", so I've only focused on that.
So, summation:
Quote:3 out of 8 Stalker Secondaries have powers that are partially nullified by the low HP cap for the AT. A 4th has issues with it when accolades are brought into the picture. Either the Stalker HP cap needs to be adjusted upwards, to allow these powers to function properly, or these powers need to be adjusted to work properly within the AT's parameters. -
Quote:Shame that many +Rech bonuses have +HP bonuses on the way to them...It's not that hard to perma. If you don't have accolades or much in the way of +HPs from IOs, I could see you getting some real benefit from the power.
Or should the shame be that Stalker HP cap is so damn low? -
Quote:Rei, I love your sig. I'm still bitter over I13."the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
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Quote:/Signed, with reservationsJesus Christ please stop posting misinformation. Ok regen is not a good set for Stalkers but:
1) MOMENT OF GLORY WAS CHANGED OVER TWO YEARS AGO. Now it's a good power, a defensive build up that lasts 15 seconds and doesn't mess with your health, just caps your defense and resistance.
2) RECONSTRUCTION AND DULL PAIN HEAL FOR WAY MORE THAN AN STANDARD INSPIRATION.
Tier 1 Green - 25% of Base HP, as often as dropped
Tier 2 Green - 33% of Base HP, as often as dropped
Tier 3 Green - 50% of Base HP, as often as dropped
Recon Unslotted - 25% every 60 seconds
Recon ED-capped Heal/Rech (3 slots each) - ~49% every 30 seconds
Dull Pain Unslotted - 40% Heal, 33% HP Buff for 120 seconds (it's 40% Base, but 7% is wasted due to HP Cap) and 240 seconds of downtime.
Dull Pain ED-capped Heal/Rech (3 slots each) - ~78% Heal, 33% HP Buff for 120 seconds (78% Base, but again, only get 33% until you hit the Stalker HP cap) and ~65 seconds of downtime.
Hasten (almost a 'must" for Regen) only serves to further increase the Shenanigans.
Summary, Inspirations can out heal Regen... until you slot. And unslotted Recon is equal to a standard green. It quickly eclipses skittle munching though. (If Hasten is fired, Recon recharges in 23 seconds with the 3/3 slotting... that's a refill of your health every 46 seconds.)
Moment of Glory truly is now, however, it doesn't cap you to defense or resistance. Defense cap is ~300% if I remember correctly. MoG does give you 71.25% Defense to S/L/F/C/E/N unslotted (no Psi), which floors ToHit on even Incarnate mobs. Additionally, it gives 71.25 Resistance to S/L/F/C/E/N/T unslotted (no Psi, again, but TOXIC resist!), which when combined with Resilience (unslotted as well) will hit the Resistance cap for Stalkers (75%, which is also the Resist cap for EVERY AT except Tanks and EAT's). So, you basically only need 3 Recharges in MoG. -
Quote:Pretty bad, you rolled a tank.How does this build look for Brute? Bad? Good? Please let me know.
Kaunti Hyapi: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery -
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Quote:Yeesh, glad I ain't on your Server. Infinity doesn't seem to mind me bringing any of my Stalkers vice any other Meleer* I have...Welcome to issue 6. Its been like this since the begining and nothing will ever change till we get a dev with balls who actually plays stalkers and not pretends to play them. Just be glad they let you join the tf. Normally on servers the typical response is "lol stalkers" when you try to join anything. Its only gotten worse since freedom since its easier to start villains on heroside now.
I just wind up going kamikaze on the mobs and mebbe wind up Vengeance bait, maybe I carry my own shield. It's fun that way!
*Every toon I have is a meleer, excepting my AR/Nrg Blaster, Fire/Icy Dom, Dark/Cold Corr, and Demon/Poison MM. The other 46, regardless of AT, are meleer's. -
Quote:That's exactly what it's for, and it wasn't taken ASAP, but more as there's holes in the build there, powerwise, and they help to fill it (SS/Burnout). Additionally, Regen, and SS on top of it, both LOVE recharge... so it was an idea to do some wonky stuff with double rage/double IH stuff for some nastyness, especially afore you get the mitigation of Footstomp/MoG.I can see Errant's reasoning for Burnout ASAP, burnout early means two doses of back to back Instant Healing available earlier, if only possible every 15 minutes or so, minus Hasten effect.
Quote:As for the stealth, I guess that's there to combine with Super Speed to sneak through content if needed?
Quote:Personal Preference wise, I'd rather have the 'Ooops, I died' button early and the New 'snap game in half' Burnout as the waiting prize at 49 to aid my crazy self through Incarnate Content... If I make it that far. Plus Regeneration 'working as intended'.
Quote:That, and I cringe whenever I have less than two accuracy outside of /Devices users with a Target Drone. Could work just as well, my preferences just lead elsewhere.
Quote:Speakin' of Incarnates, what Alpha and Destiny would be the most benefit in the end? Spiritual feels like the obvious Alpha (Squeeze a bit more healing and Recharge out of the ED), but Destiny wise I'm hazy beyond 'Not Clarion'.
*I still do play my main, Kat/Regen Scrapper. He's got the T3 Spiritual Total Core, and is otherwise slotted with level 50 SO's (tired of moving IO's on respecs) and slotted attacks/defenses identically. Only difference, is since Brute have Fury, I suggest the EndRed over Damage, to keep SMASH! going. Scrappers, it's the opposite.* -
Damn, I thought I was the only one looking for them for my SR Brute/Scrapper/Stalker/Tanker's.
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Here's my take on it, from having horribly and extensively rebuilt a ***/Regen FAR too many times. (He is my main, but now retired, since I've got a great many other toons that do what he does for a lot less pain, investment, and agony)
And yes, the slots/enhancements are how I'd suggest with SO's/lvl 25/30 commons as you level. (25's are ~ -3 SO's, while 30's are ~ +1, IIRC)
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
30 IO's are as good as SO's.: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Jab -- Acc-I:30(A), EndRdx-I:30(3), Dmg-I:30(13), Dmg-I:30(31), Dmg-I:30(36), RechRdx-I:30(48)
Level 1: Fast Healing -- Heal-I:30(A), Heal-I:30(42), Heal-I:30(43)
Level 2: Haymaker -- Acc-I:30(A), EndRdx-I:30(3), Dmg-I:30(13), Dmg-I:30(31), Dmg-I:30(34)
Level 4: Reconstruction -- RechRdx-I:30(A), RechRdx-I:30(5), RechRdx-I:30(5), Heal-I:30(25), Heal-I:30(36), Heal-I:30(37)
Level 6: Quick Recovery -- EndMod-I:30(A), EndMod-I:30(7), EndMod-I:30(7)
Level 8: Knockout Blow -- Acc-I:30(A), EndRdx-I:30(9), Dmg-I:30(9), Dmg-I:30(31), Dmg-I:30(34), RechRdx-I:30(48)
Level 10: Dull Pain -- RechRdx-I:30(A), RechRdx-I:30(11), RechRdx-I:30(11), Heal-I:30(25), Heal-I:30(36), Heal-I:30(37)
Level 12: Boxing -- Acc-I:30(A)
Level 14: Tough -- ResDam-I:30(A), ResDam-I:30(15), ResDam-I:30(15)
Level 16: Integration -- Heal-I:30(A), Heal-I:30(17), Heal-I:30(17)
Level 18: Rage -- RechRdx-I:30(A), RechRdx-I:30(19), RechRdx-I:30(19)
Level 20: Resilience -- ResDam-I:30(A), ResDam-I:30(21), ResDam-I:30(21)
Level 22: Hasten -- RechRdx-I:30(A), RechRdx-I:30(23), RechRdx-I:30(23)
Level 24: Super Speed -- EndRdx-I:30(A)
Level 26: Burnout -- RechRdx-I:30(A), RechRdx-I:30(27), RechRdx-I:30(27)
Level 28: Instant Healing -- RechRdx-I:30(A), RechRdx-I:30(29), RechRdx-I:30(29), Heal-I:30(50), Heal-I:30(50), Heal-I:30(50)
Level 30: Combat Jumping -- Jump-I:30(A)
Level 32: Foot Stomp -- Acc-I:30(A), EndRdx-I:30(33), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(34), RechRdx-I:30(40)
Level 35: Superior Conditioning -- EndMod-I:30(A), EndMod-I:30(40), EndMod-I:30(40)
Level 38: Moment of Glory -- RechRdx-I:30(A), RechRdx-I:30(39), RechRdx-I:30(39)
Level 41: Physical Perfection -- EndMod-I:30(A), EndMod-I:30(42), EndMod-I:30(42), Heal-I:30(46), Heal-I:30(46), Heal-I:30(46)
Level 44: Laser Beam Eyes -- Acc-I:30(A), Dmg-I:30(45), Dmg-I:30(45), Dmg-I:30(45), EndRdx-I:30(48)
Level 47: Stealth -- EndRdx-I:30(A)
Level 49: Revive -- RechRdx-I:30(A)
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Level 2: Swift -- Run-I:30(A)
Level 2: Health -- Heal-I:30(A), Heal-I:30(43), Heal-I:30(43)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(37), EndMod-I:30(39)
Level 1: Brawl -- Acc-I:30(A)
Level 1: Fury
Level 1: Sprint -- EndRdx-I:30(A)
Level 2: Rest -- RechRdx-I:30(A)
Level 4: Ninja Run
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dUmb?
Owait, they're gone...
League? -
Huntsman, armor shaded blue - Operative Caboose (capped at level 41)
Bane/Crab - Agent Nevyn (Welsh for "No one", and pronounced as such)
Widow/Fort - St. Alia (also known as The Abomination) -
I'm in, with something a little more suicidal... I only died once!
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Plus, it's pretty stalkery/critical level damage to Knee someone in the Groin/Abdomen.
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Quote:That's where I pulled some ideas and thoughts from, but then I compared my End Drain and Recovery numbers and saw the discrepancies, hence my curiosity.to the OP
you may find this thread useful for slotting ideas. it's an older scrapper forum post, but relevant.
http://boards.cityofheroes.com/showthread.php?t=216944 -
Quote:My Subjective, hearsay rankings from playtesting, looking at numbers, and reading others opinions (all are in no particular order)-It seems I may have not been entirely clear. Let me try and rephrase what I am looking for:
I am aware there are several 'best' powersets. In fact, this is what I was hoping for.
My question is, why are these the best? What are the strengths and weaknesses of each? Are there any 'bad' powersets? I took gravity as a dominator once... I don't want to make that mistake with my stalker.
The majority of the guides are dated issue 6, with a few at issue 12. I apologize for seeking help on the forums, but I assure you I have searched for days, weeks even trying to figure out what to do with my stalker. The information on stalkers is so limited that I am not even certain what I should do with mine. Should I try to AOE? Should I attempt to 'scrap', or should I only assassin strike then run away and re-hide? I have many questions about stalkers, but really, just knowing a good powerset that I can work with and have fun with is a good start.
Ideally I was hoping players would list the best powersets, and then I can choose between them based on their strengths and work with them.
I hope this properly clarifies what I am looking for.
PS: For the record, I only posted a similar thread in ONE other forum, the scrapper forum, and it was only on secondaries. Please don't accuse me of things I am not doing, and quickly jump to irrational conclusions. Please have a little patience with me, I'm still trying to learn stalkers, and I am making an effort to make the best stalker I can.
PPS: I appreciate your help, and at the very least I know now to focus on secondaries with defense bonuses. What about energy aura, though? Is super reflexes or ninjitsu my best bets?
Upper half of Primaries:
Claws
Dark Melee
Electric Melee
Kinetic Melee
Ninja Blade
Upper Half of Secondaries:
Energy Armor
Ninjitsu
Super Reflexes
Willpower
Bear in mind, that the difference between the strengths and weaknesses of these sets can be VERY tiny... akin to the difference between regular bacon, maple-smoked, and peppercorn. They are all different and unique, and one is better than the others, as one is worse... but its all bacon. -
So, here's my take on a Soft-capped Elec/SD Build. Tried for a budget IO's wise, somewhat, but don't think this is sustainable, even with T4 Cardiac. Thoughts/tips/Holy crap this sucks? Oh, requirements: Fly is a must have, and need at least Jacob's Ladder or Chain Induction, in addition to the obviousness of TS/LR/SC.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Fury Duck?: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(34), T'Death-Dmg/Rchg:40(37), T'Death-Acc/Dmg/EndRdx:40(39), T'Death-Dmg/EndRdx/Rchg:40(39), T'Death-Dam%:40(39)
Level 1: Deflection -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(3), HO:Cyto(5)
Level 2: Battle Agility -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(3), HO:Cyto(5)
Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), Numna-Heal/EndRdx:40(7), Numna-Regen/Rcvry+:40(7), Numna-Heal:40(9)
Level 6: Build Up -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(9), GSFC-ToHit/Rchg/EndRdx:40(11), GSFC-Rchg/EndRdx:40(11), GSFC-ToHit/EndRdx:40(13), GSFC-Build%:40(13)
Level 8: Thunder Strike -- Oblit-Dmg:40(A), Oblit-Dmg/Rchg:40(15), Oblit-Acc/Dmg/Rchg:40(17), Oblit-Acc/Dmg/EndRdx/Rchg:40(17), Oblit-%Dam:40(19), FrcFbk-Rechg%:40(19)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Jacobs Ladder -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(21), Sciroc-Dmg/Rchg:40(21), Sciroc-Acc/Dmg/EndRdx:40(23), Sciroc-Dam%:40(23), Oblit-Acc/Dmg/Rchg:40(31)
Level 14: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(15)
Level 16: Against All Odds -- EndRdx-I:40(A)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(27), C'ngImp-Dmg/Rchg:40(40), C'ngImp-Acc/Dmg/Rchg:40(42), C'ngImp-Acc/Dmg/EndRdx:40(42)
Level 20: Boxing -- Acc-I:40(A)
Level 22: Tough -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(40), Aegis-ResDam/Rchg:40(40)
Level 24: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(25), HO:Cyto(25)
Level 26: Hover -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(27), HO:Cyto(29), Zephyr-Travel:40(29), Zephyr-Travel/EndRdx:40(50)
Level 28: Hasten -- RechRdx-I:40(A), RechRdx-I:40(31), RechRdx-I:40(31)
Level 30: Phalanx Fighting -- DefBuff-I:40(A)
Level 32: Lightning Rod -- M'Strk-Acc/Dmg:40(A), M'Strk-Dmg/EndRdx:40(33), M'Strk-Dmg/Rchg:40(33), M'Strk-Acc/EndRdx:40(33), M'Strk-Acc/Dmg/EndRdx:40(34), M'Strk-Dmg/EndRdx/Rchg:40(34)
Level 35: Shield Charge -- M'Strk-Acc/Dmg:40(A), M'Strk-Dmg/EndRdx/Rchg:40(36), M'Strk-Dmg/EndRdx:40(36), M'Strk-Dmg/Rchg:40(36), M'Strk-Acc/EndRdx:40(37), M'Strk-Acc/Dmg/EndRdx:40(37)
Level 38: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(42), HO:Cyto(43)
Level 41: Gloom -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(43), Thundr-Dmg/Rchg:40(43), Thundr-Acc/Dmg/Rchg:40(45), Thundr-Acc/Dmg/EndRdx:40(45), Thundr-Dmg/EndRdx/Rchg:40(50)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(45), Posi-Dmg/Rchg:40(46), Posi-Dmg/Rng:40(46), Posi-Acc/Dmg/EndRdx:40(46)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx:40(A), DarkWD-ToHitdeb/Rchg/EndRdx:40(48), DarkWD-Rchg/EndRdx:40(48), DarkWD-Slow%:40(48)
Level 49: One with the Shield -- Heal-I:40(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
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Level 2: Swift -- Run-I:40(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- P'Shift-End%:40(A), P'Shift-EndMod:40(50)
Level 1: Brawl -- Acc-I:40(A)
Level 1: Fury
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 4: Ninja Run -
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Quote:To paraphrase from what I just read in the Scrapper forums:I've looked every for information but I can't find any. So what are the best primary and secondary powersets for stalkers? And why?
If there are more than one, please list them all. If you want to list which ones to avoid, that also works.
Thank you for your time!
"The Devs have spent a lot of time trying to adjust powersets to be balanced within an AT. And they've done pretty good with Scra... Stalkers. There are no BAD combos."
There really isn't. All are viable and competitive with each other. They are not all even, but if they were, then they'd all be the same. Pick what you like, and are having fun with, and run with it. *especially if it's scissors*
For my preferences, I dislike the Combo System of Dual Blades, since you blow 1 in 7 combos at the ToHit cap... but I haven't yet played it on Stalkers, and the combos are different enough there as to where it could be interesting.
Due to getting hit breaking Hide, I also prefer Defense-based Secondaries... but I have a finished level 33 EM/Regen, a 50 Claws/Will, I just rolled an MA/Elec, and I'm staring long and hard at a DB/Dark. None of those 4 Secondaries are primarily Defense-based.
So, it boils down to the same statement as at the start. All Stalker powerset combos are viable and competent. Some are stronger than others, yes, but none are outright gimped. -
<---Made, just need time/ability to play it with the other 30 Alts he has. Looks like decent potential, especially with stacking tastyness from OG and attacks.
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Claws/SR - Looks mostly solid.
Kat/Will - Little more wonky...
A few tweaks/suggestions:
-Attacks are recommended to be slotted at 1 Acc/3 Dam/1 EndRed/1 Rech, and in that order if you can't six-slot them. This gives 33% Acc, enough to hit +2's at 95% IIRC and ED soft-cap damage. The EndRed/Rech is there to smooth attack chains, and you slot the EndRed over the Rech to keep your EPS burn decent.
-Defensive powers should be slotted with 3 SO's of whatever they provide defense with, again, reaching that ED soft-cap. Toggles can use an EndRed, but if tight on slots, it's more important to put that slot into an attack, since those actually burn more over time.
-Follow-Up and Divine Avalanche are special powers, you can slot them for their buffs or as attacks, and I'd change that priority depending on build/secondary.
So, with that in mind, here's my versions of what you posted. (I still do SO builds, albeit with Level 30 IO's, so I don't ever have to replace them).
Claws/SR:
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;568;1136;HEX;| |78DA7594DB52D3501486738258282D692D50102B08C8416219BDF742D461A40E339| |D1105B5B3C52DCD9849334950B9F4013C8CFA1CBE96571E2EBD8B2BD97F6AB30B99| |76BEAE3F6B65FD6B6777B7DE6D17BFDF7F7F5B514B775C16869DF651C07C9F07E64| |3169D04CC5592CBA46F2DBBD369719773FB018B98C766FBEA367FC5BD90DBFB8EEB| |FABDB73CB076BC2E0FB817D9D98F89BD5ECFB5EF39C7DDC8F18E8B69B4CB994F413| |90B5EF220EC3ABE95C63BDE1B27745E38AE139DD6EFFACE91DD8E98FB9ABAB57B27| |6EA7C5C28807A733E46E99BE1F4C05573C92C2D0934FCA12B8002E99829B96E0A32| |456513B26B415F05AC64A9E6BE04713A554AB9ED3F73278157DAFA3EF638A75D157| |D3D1674DE227CA1103C5DA08EA46257E3693B7A4A51E4C78B8A0E729CFBE64083EA| |1B8000F05686312F729671C39E398BB2851A59C09E15390B403D2CA6A5218EB65CC| |3329710B7EBE102DACA385FA8A9EA7BC8EEB98FF90E22AFC5547857651A24E39359| |1A3D7E0794A62E6C5204E23771A6B302331CBFD4AACC3771DBE67F53CCFF3FD94E2| |39F89EC3732F499CA29C79E4CC43DB94F88D721AF0D080872BFAD95C903C3CA3781| |1EF6D11DA7353FCA7929ECB589B15893FE879ABA85B45CFBF4545D940DD8695DFEB| |192D7AB68DB5B5E1E58671362B74BF29729526727FD2BE51A1A955A1FD1ED4B0AF7| |E0D6A25A1FDF9AF692AF68526315D77CC959D230DA37F3EC4EB83F763BA94E690B2| |35A4DC1C526E0D29BB830A26DB33FAA78BA262050B93746A082DFE07E8CEA260| |-------------------------------------------------------------------|
The Kat/Will is a great generalist, running around with respectable Res/Def/Regen (300% to 982% with RttC saturated). 2 applications of DA place him over the soft-cap for Melee/Lethal, and if it gets really sticky, Shadow Meld shoots F/C/E/N over 45%, and one app of DA will suffice on melee/lethal. In addition, 1 small purple and Shadow Meld put you over soft-cap Melee/Ranged/AoE.
Both should be more than viable... and while not the death-defying antics of some of the min/max'd builds of Scrapper-dom, they'd be sufficient for any content the game would have to offer someone limited to SO's only.