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Posts
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Joined
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Instant Healing? I'm not sure if a little more regeneration (and it really is a little) will matter that much...
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I wouldn't call an extra 190% regen "a little". Personally I like to have as much as possible and I think that those slots are worth it - definitely much more than those in Integration in DSorrow's build.
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MoG? MoG? What's that?
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MoG is a decent power which, in the hands of a good player who is aware of it's drawbacks, can be extremely useful. Next! -
That's far too much EndRdx in Integration - even one slot is overkill in my opinion. Those slots would be better used in Instant Healing.
MoG already far surpasses the soft def cap out of the box, so that DefBuff is useless - either a DamRes or RechRdx would be much more useful in the base slot. -
Looks fine to me, although early on not having many attacks could become a major pain in the [censored]. Personally I would prefer to move Divine Avalance earlier or consider getting Gambler's Cut and respeccing it out in the late 20s.
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Yes...and while they're at it they might as well make MoG +def to all...and only part enhanceable regen buffs? Pointless!
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I think he means IO set bonuses for +regen, not for +HP, I could be wrong though, who cares, regens are dull and boring to play anyway.
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Hmm yes you're right...still...err...a good point to remember! -
It's worth that noting that the Scrapper HP cap is 180%, and this can easily be reached by using Dull Pain (~60%) and accolades (Freedom Phalanx Reserve Member, Portal Jockey and Task Force Commander) so if you have perma-DP then there isn't much point going after +HP set bonuses.
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Linky to FireKitty's Regen Guide Nuff said really.
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Reminds me - I should update that guide sometime with IO stuff. Should be a decent distraction from my dissertation... -
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MoG isnt really worth it
There are too many things that can [censored] pwn u
Revive is worth it becoz of the amount of times u will face plant
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MoG is all about knowing your enemy and when to use it. Yes, sometimes it might decrease your chances of survival rather than improving them, but when used in the right situation there are still many times where it will save your [censored]. -
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Ive learnt that if it looks like things could get messy in a mob I would recommend hitting DP before attacking as this increases your Hit Points (I fink Mids Hero Designer says increase of 40% unslotted), and you can then use Reconstruction as a back up heal. Both these powers are greatly supported by Hasten (from the Speed Power Pool).
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If possible, try to take at least some of the alpha and then use Dull Pain - it means you can utilise the massive heal it offers as well as the HP boost. That's not always possible though. -
The main thing that strikes me about your build is the lack of Divine Avalanche - it adds a massive amount of survivability and I wouldn't want to go without it on my Kat/SR.
My build is below - I find I don't really need Aid Self as with IO sets and DA I get plenty of defence.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Miss Expendable: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Hero Profile:
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Level 1: Sting of the Wasp T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), Acc-I:40(11)
Level 1: Focused Fighting RedFtn-Def/EndRdx:35(A), RedFtn-Def/Rchg:35(15), RedFtn-Def/EndRdx/Rchg:35(15), RedFtn-Def:35(37), RedFtn-EndRdx/Rchg:41(40), RedFtn-EndRdx:35(43)
Level 2: Flashing Steel Acc-I:35(A), M'Strk-Acc/Dmg:35(7), M'Strk-Dmg/EndRdx:35(7), M'Strk-Dmg/Rchg:35(9), M'Strk-Acc/Dmg/EndRdx:35(9), M'Strk-Dmg/EndRdx/Rchg:35(11)
Level 4: Focused Senses RedFtn-Def/EndRdx:41(A), RedFtn-Def/Rchg:41(13), RedFtn-Def/EndRdx/Rchg:41(13), RedFtn-EndRdx:41(33), RedFtn-Def:41(39), RedFtn-EndRdx/Rchg:41(46)
Level 6: Swift Run-I:35(A)
Level 8: Divine Avalanche Acc-I:40(A), Acc-I:40(17), Dmg(17), Dmg(19), Dmg(19), DefBuff-I:40(21)
Level 10: Practiced Brawler RechRdx-I:35(A), RechRdx-I:35(21)
Level 12: Combat Jumping DefBuff-I:35(A), DefBuff-I:40(39), DefBuff-I:40(46)
Level 14: Super Jump Jump-I:35(A)
Level 16: Health Heal-I:35(A)
Level 18: Build Up RechRdx(A), RechRdx(23), RechRdx(23)
Level 20: Stamina EndMod(A), EndMod(25), EndMod(25)
Level 22: Quickness Run-I:35(A)
Level 24: Hasten RechRdx-I:40(A), RechRdx-I:40(48)
Level 26: Soaring Dragon Acc(A), C'ngImp-Dmg/EndRdx/Rchg:41(27), C'ngImp-Acc/Dmg/EndRdx:41(27), C'ngImp-Dmg/EndRdx:35(31), C'ngImp-Dmg/Rchg:41(31), C'ngImp-Acc/Dmg/Rchg:41(33)
Level 28: Lucky S'dpty-Def/EndRdx:35(A), S'dpty-Def/Rchg:40(29), S'dpty-Def/EndRdx/Rchg:40(29), S'dpty-Def:40(31), S'dpty-EndRdx/Rchg:40(46)
Level 30: Agile S'dpty-Def:40(A), S'dpty-Def/EndRdx/Rchg:40(33), S'dpty-Def/Rchg:40(40), S'dpty-Def/EndRdx:40(42), S'dpty-EndRdx/Rchg:40(45)
Level 32: Golden Dragonfly M'Strk-Acc/Dmg:35(A), M'Strk-Dmg/EndRdx:35(34), M'Strk-Dmg/Rchg:35(34), Acc-I:35(34), M'Strk-Dmg/EndRdx/Rchg:35(36), M'Strk-Acc/Dmg/EndRdx:35(36)
Level 35: Evasion RedFtn-Def/EndRdx:35(A), RedFtn-Def/Rchg:30(36), RedFtn-EndRdx:35(37), RedFtn-Def/EndRdx/Rchg:35(37), RedFtn-EndRdx/Rchg:41(40), RedFtn-Def:41(43)
Level 38: Elude RechRdx(A), RechRdx(39)
Level 41: Dodge RedFtn-Def/EndRdx:41(A), RedFtn-Def/Rchg:41(42), RedFtn-EndRdx/Rchg:41(42), RedFtn-Def/EndRdx/Rchg:41(43), RedFtn-Def:41(45), RedFtn-EndRdx:41(45)
Level 44: Super Speed Run-I:40(A)
Level 47: The Lotus Drops M'Strk-Acc/Dmg:41(A), M'Strk-Dmg/Rchg:41(48), M'Strk-Acc/EndRdx:41(48), M'Strk-Dmg/EndRdx:41(50), M'Strk-Acc/Dmg/EndRdx:41(50), M'Strk-Dmg/EndRdx/Rchg:41(50)
Level 49: Recall Friend Range-I:40(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:
+10.5% DamageBuff
+1.88% Defense(Melee)
+10% Defense(Ranged)
+8.13% Defense(AoE)
+13% Enhancement(Accuracy)
+25% Enhancement(RechargeTime)
+49.7 (4.13%) HitPoints
+MezResist(Held) (Mag 2.75%)
+MezResist(Immobilize) (Mag 13.8%)
+MezResist(Sleep) (Mag 4.95%)
+MezResist(Stun) (Mag 4.95%)
+8% Regeneration
+7.88% Resistance(Fire)
+7.88% Resistance(Cold)
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Set Bonuses:
Touch of Death
(Sting of the Wasp)
+MezResist(Immobilize) (Mag 2.75%)
+18.1 (1.5%) HitPoints
+2.5% DamageBuff
+MezResist(Held) (Mag 2.75%)
Red Fortune
(Focused Fighting)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
+2.5% Defense(Ranged)
Multi Strike
(Flashing Steel)
+MezResist(Sleep) (Mag 1.65%)
+0.945% Res(Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+1.88% Defense(AoE)
Red Fortune
(Focused Senses)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
+2.5% Defense(Ranged)
Crushing Impact
(Soaring Dragon)
+MezResist(Immobilize) (Mag 2.2%)
+13.6 (1.13%) HitPoints
+7% Enhancement(Accuracy)
+5% Enhancement(RechargeTime)
Serendipity
(Lucky)
+4% Regeneration
+9.04 (0.75%) HitPoints
+3% Enhancement(Accuracy)
+1.25% Defense(AoE)
Serendipity
(Agile)
+4% Regeneration
+9.04 (0.75%) HitPoints
+3% Enhancement(Accuracy)
+1.25% Defense(AoE)
Multi Strike
(Golden Dragonfly)
+MezResist(Sleep) (Mag 1.65%)
+0.945% Res(Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+1.88% Defense(AoE)
Red Fortune
(Evasion)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
+2.5% Defense(Ranged)
Red Fortune
(Dodge)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
+2.5% Defense(Ranged)
Multi Strike
(The Lotus Drops)
+MezResist(Sleep) (Mag 1.65%)
+0.945% Res(Fire, Cold)
+MezResist(Stun) (Mag 1.65%)
+1.88% Defense(AoE)
+1.88% Defense(Melee)
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------| -
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Unless you mean that in game terms all powers are knockdown and their mag determines if they are knockback?
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Or to put it differently, knockdown is simply low mag knockback. Most people who play the game well know this though.
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As I said - claws do not contain knockdown. They contain knockback only.
And technically there is no suck thing as knockdown - knockdown is low mag knockback. Maybe you'll understand when you have played the game a bit longer.
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So if you use say...Focus on a foe and they get knocked down, do you say "my Focus just knocked down that foe" or "my Focus just did a low magnitude knockback on the foe so they didn't actually get knocked back, just knocked down"?
Technically there is no such thing as knockdown, just knockback. But in practice, when the magnitude of the knockback is less than 1 then foes are knocked down - otherwise known as knockdown. Maybe you'll understand this when taking a break from putting your head in your [censored]. -
My Kat/SR loves to fight Carnies, vulnerable to lethal damage and their end drains can't hit.
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In earlier versions of Aldwych I indeed had Divine avalanche. But while it was very important in lower levels, I noticed that after level 35-40 all it did was slow me down.
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That'll be because you're not fighting hard enough -
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Scrapper Tanking AVs. An invuln with the right build versus Mother Mayhem can be so easily done on SOs no problem.
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Have you disclosed your top secret incredible AV tanking method while I've been away? -
Looks fine, although the attacks are a bit underslotted - concentrate your slots on them over the next few levels the build will be pretty good.
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MoG - it needs about 4 insps to replace it, rather than 1.
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I didn't say that the Fire Epic was any good for PvP - my point is that your original statement is false.
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It's useless because a hold deals more dmg, has a better recharge and demands less end, simple as (let alone the hold effect).
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So in fact the epic blasts are better damage and have identical recharge?
Fire Blast is actually better than Power Blast - it does 61.17 damage and has a lower end cost than Char. That and the damage isn't DoT. -
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It's useless because a hold deals more dmg, has a better recharge and demands less end, simple as (let alone the hold effect).
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Can you show me the numbers for this, please? -
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You're almost right there, I don't like regen because I feel it's overpowered easy mode. Besides, I don't like to be clicking more than one heal, I prefer the laziness of the toggles, turn on and forget. You're wrong on the healings though, I don't think I ever asked for healings on any of my scrappers. Not saying I don't ever need them of course, it's just I don't like to beg for heals, if I am good enough to get in trouble, I should be good enough to get out of trouble.
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At the end of the day it is what playstyle people prefer.
Regen has a much more active playstyle, requiring tactical use of powers (when to heal etc) compared to SR's fire-and-forget toggles.
I like to actually participate in my survival which is why I like Regen - although I had great fun playing my Kat/SR to 50 a couple of months ago, so I am probably just a bit unsure which playstyle I like. -
The HP cap for Scrappers is 2409.52 (the Brute cap is 3212.69, by the way).
The regen cap is 2500%. -
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Regen is easy, and at higher lvls just sucks, in fact sucks all the way. DA is tricky and I wouldn't recommend it for a first scrapper.
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I agree.
MoG.
You can't ever compare MoG with Elude or Unstoppable, not in PvE and especially not in PvP.
MoG is to save you butt, Elude and Unstoppable are for tanking Avs and mobs and for going frenzy in PvP.
PS: Good old times of regen before ED and nerfs when you could tank AVs and mobs with just perma dull pain and the defense from Weave are dead sadly.
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Regen sucks because of MoG? Does that mean DA sucks because of Soul Transfer?
I have also tanked most AVs with MoG.