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Quote:Well, the big question is where you start seeing "tangible benefits". You'll start seeing tangible survivability benefits starting at ~15% +def wherein the average mitigation is high enough that you'll actually take a couple more hits (and thereby a few more seconds) to take out.I mentioned the /SR numbers and /SR like because, while I was typing I was thinking about /SR Defense Debuff resistance which I realize significantly improve /SR with Aid-Self versus a "Defense" set that may not have debuff resistance. I guess I should've clarified that. But, still, I'm not sure if having /SR debuff resistance (numbers) matters where it's a COMPLETE powerset breaker? For my BS/Invul I have Aid-Self and I'm no where near /SR numbers, but I do fairly well against melee. Or a better comparison would be /Shields.
I believe having Defense percentages in mid 30 range is where the tangible "Defense" benefits kick-in. Am I wrong??
Either way, is your question pretty much whether */SR has anything going for it now that, thanks to set bonuses, people are packing in quantities of defense that would make an */SR proud? Sure, it's got enough defense debuff resistance to laugh at any defense debuffs that show up. It's also got a lot more +def as a foundation to build off of so you can build for other stuff more easily. It's also got +rech. */SR isn't really the one trick pony that a lot of people have come to expect it to be. It's got other stuff going for it and, even more importantly, it doesn't have to hurt itself in every other department to make itself softcapped.
I'm still curious as to why you switched terms in your questions. It's painfully ambiguous, especially when it wasn't exactly clear what you were asking in the first place. In general, when you're asking a question that is based upon semantic terminology and the difference between the two (*/SR defenses v. */SR-like defenses), it's best to simply go with the least ambigious terms, especially in the questions themselves.Quote:Also, about the "Tri-Cord", heh, I didn't think the term would cause questioning of clarifying semantics. Yes, the "Tri-Cord" is Aid-Self. Just wasn't stated in the manner which you asked because there are folks (people) who commonly refer to Aid-Self as the "Tri-Cord", atleast commonly in the past. Player lingo comes and goes....kinda like who wants: "A CAB (Catch a Breath). Which is now who wants: "A blue?"
There's also the problem that the terms "*/SR defenses" and "*/SR-like defenses" are painfully ambiguous. It could refer to just plain defense (ignoring the debuff resistances and scaling resistances) and normally would when you say "defenses" because we're talking about defense. It could also (as you tried to use it) apply to all of the damage mitigation and debuff resistance that an */SR brings to the fore.
There may not be any stupid questions, but there are questions that are just worded so poorly it's almost impossible to comprehend the original intent. -
Here's my newly modified out of LBE and ET MA/Regen build. It's packing on the recharge, mid 20s in all defenses, and sustainable on the blue bar when using the top tier attack string Storm>Crane>Storm>CAK.
Got questions? Ask 'em.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Acc/EndRdx/Rchg(46)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(36)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(29), Numna-Heal/Rchg(31)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50), Amaze-ToHitDeb%(50)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
Level 32: Hurdle -- Jump-I(A)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:First off, I'mma slap the notion that DB/* is a gimp set right out of your head. Bad scrapper newbie! Bad! DB/* is actually quite the performer. It's perfectly respectable. Whoever told you it was a gimp set needs to be led to a tribe of starving cannibals so they can refuse to eat him because even they have standards as to what they'll put in their bodies.So I'm toying with the idea of finally making my first scrapper. How is Kat/WP? I want it to be a concept character, but I also want it to be strong.
Money, as always, isn't an object.
I'm also contemplating DB/WP, but I heard that DB/ is a gimp set.
As to the original topic, Kat/WP is a very strong performer. It'll give you strong ST damage, decent AoE damage, high survivability (even in common IOs, my Kat/WP is capable of incredible feats of tankery and scrapperlock), and excellent playability. DB/WP will do pretty much the same in all of those categories. The only difference is that DB/* provides survivability with the Sweep combo (which is crazy awesome) whereas Kat/* does it by spamming the crap out of DA. The DB/* option will hurt your DPS less, but it's not as effective against single targets. They're both utter monsters though. -
So what exactly are you asking? "/SR numbers" and "/SR like numbers" can mean a lot of different things. And by Tri-Cord, do you mean Aid Self (and if you did, why didn't you just say "Aid Self" like you did in the last line)?
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Quote:Here's how it works. The +regen procs in powers benefit from the +heal slotting in that same power. Since Integration has a 100% +regen buff that is enhanceable (the other 50% is unenhanceable /em shakefist at Cryptic) and Fast Healing has a 75% +regen buff, it's better to load Integration with the procs to benefit from the more effective +heal slotting rather than splitting it up between the two.Wait, so 2 powers with both + Regen, you are telling me that you get more Regen/sec If the Numi is in Int than FH? See I don't have mids where I am. Whats the number diff? Both FH and Int base, and then how much more regen you get with it being in Intergration because it clearly states that it adds a 20% regen rate off of the base. That doestn say that you get 25% bonus for it being in one power over the other. Not to mention, if you could find an extra slot for FH you get the extra 12% there...I havent even looked if hes past his 5 set cap but yea...explain please because I dont follow. Its a global bonus.... sooo ??
Maths:
My Slotting: Integration + Fast Healing + set bonuses = (50+(100+20)*1.799) + (75*1.424) + 12 = 384.68% +regen
Split Slotting (procs in FH, 3 Numina in Int): Integration + Fast Healing + set bonuses = (50+(100)*91.78) + ((75+20)*1) + 12 = 348.78% +regen -
Quote:I've already done the math for all of the Perf Shifter slotting in both QR and Stamina here.I think it is. That was my intent with the build now, however actually comparing the options I don't see much benefit to using one in Stamina. I did place one in QR to replace the End Mod/Rech. This takes my net recovery from 3.07 down to 2.95 eps. Now we add in the .22 eps gained from the proc that Mids does not reflect for a total eps of 3.17. Not a ton but an improvement nonetheless!
Let's look at Stamina now.
I have it 2 slotted with normal IOs. If I were to add a slot to it and use 3 Perf Shifters the set bonus would be+28 HP. That's very desirable to me being /WP. The problem here is that I am at the "rule of five" for that bonus already and don't see a place that I might shuffle things around to make it useful, so three slotting with PS would be a waste. Leaving it Two slotted yields a very small return for pulling one IO and replacing it with the Proc. Now my current recovery is 2.95 (remember we have to add in .22). Removing one IO and adding the proc in it's place drops the recovery to 2.76. Factoring the proc in adds .22 again for a total of 2.98. A gain of only .03 that is also subject to a bit of chance as the proc can't be counted on all the time. Not really worth it in Stamina to me then.
Now stealing a slot from someplace and adding it into Stamina to slot it with two basic IOs and the proc probably would be worth it but I don't see a slot I wanna dump when, according to my math (always suspect
), my attack chain is sustainable anyway.
Whew. -
Not to rain on your parade or anything but you can 6 slot your "level 49 power". All you have to do is take it at 47. There is no power in the game that you can take at 49 that you can't take at 47, allowing you to 6 slot it easily.
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You're forgetting what the actually meaning of the current Scrapper hit point cap is. It's close to 1337, but it's higher and thusly better. Scrappers are thereby better than 1337.
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You know, this may seem strange, but rather than getting some controls that are so bad as to be useless or some ranged attacks that are so much worse than our primary attacks as to be less than useless, I'd like to get some buff/debuff capabilities. Something that actually supports what we've got rather than trying to replace it with worse stuff that isn't really needed anyway. Body Mastery already does this to some degree (Conserve Power and Focused Acc), but I'd love to see Shadow Meld (re: patron pool version of MoG), Heat Exhaustion/Melt Armor (but only if they've actually got decent numbers so they're actually useful), or Surveillance (I'll take the Blaster version and be happy). Maybe even a nerfed down version of Rage. Stuff that isn't completely useless because Scrappers get utter rubbish for anything outside of their primary/secondary. Stuff that doesn't try to uselessly supplant the primary/secondary. Stuff that actually works with what Scrappers have.
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I'm pretty sure any of the regulars to these boards can tell you what I vote for. It should be rather obvious.
Honestly, I've yet to be a fan of anything Fire/* but that doesn't mean I don't respect it. It's got gobs of both AoE and ST damage. It's just completely lacking in any kind of support or mitigation beyond "you're dead" (which, while being excellent mitigation, is rather useless against an AV that will take longer than 3 seconds to kill). */Regen is one of those power sets that will perform well without outside help but, to really excel, it needs to find some support from the primary. Fire just doesn't do that. Pretty much everything else does. -
Did you build that on the cheap ignoring what levels you took powers because looking at that made me vomit a little. MoG at 49? Integration at 24? Barely any recharge slotting?
Here's the MA/Regen build I have on file. It was built for a guy that had some pretty specific build requests (re: Energy Torrent) otherwise I would have done some stuff differently. Either way, it exemplifies what I have found to be optimum buildiness for */regen: loads of +rech (enough to run the Storm>CAK>Storm>Crane attack string), as much positional +def as could be shoved into it, and sustainable endurance. One of the advantages of this one is that it's actually a respectable AoE damage dealer. The biggest downside is that the build is gonna hurt your pocket book.
On a side note, make sure you get the 4 passive accolades. All of them except for TFC are actually really easy to get once you earn the "gatekeeper" badges: Dimensional Warder for Portal Jockey (my characters all get this when leveling from 40-50 thanks to Tina and Maria), The Silver Bullet and The Slayer for Atlas Medallion (my character generally get this in their mid 30s thanks to gobs of Council mishes), and Unveiler for Freedom Phalanx Reserve Member (generally gotten at 50 having run a few TFs on the way to TFC).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(13)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Rcvry+(29), Mrcl-Heal(31)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
Level 32: Hurdle -- Jump-I(A)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Dam%(46), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48)
Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Stamina -- P'Shift-End%(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
One of the reasons why you can run the aura is probably that you're using a cheaper attack string (twice as much DA). If I built for a double DA attack string (allowing me to significantly lighten up slotting for melee defense), I could probably get completely endurance sustainable and get big numbers on my other positionals. I actually built a positional softcapped Kat/WP just to prove that it's possible to positionally softcap with any Kat/* or BS/* Scrapper. I was simply willing to sacrifice a bit more endurance focus and other defense focus in order to make the set a much greater offensive beast.
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Steelclaw lost his/her title when the forums migrated, as did everyone else with a special title (like Guide Contributor, PERC Representative,etc.). All of titles were reset to their default (which, for players, is based off of number of posts).
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Those are the representation of your reputation. People can click on the scales under your forum handle when you post to either give you positive reputation or negative reputation (supposedly depending on whether you were useful/intelligent/funny/etc, but more often simply based off of your preexisting forum popularity). It can be turned off via your Control Panel, as is it possible to see your own reputation gains.
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Fast Healing (75% +regen) and Quick Recovery (30% +recov) have higher base modifiers than Health (40% +regen) and Stamina (25% +recov). Enhancements act as a multiplier to the base value so FH and QR will always provide proportionately greater returns than Health and Stamina assuming you give them the same slotting.
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Quote:From a pure DPS standpoint, Storm>Crane>Storm>CAK is the best dps you can get without significant amounts of outside help (re: stacked Speed Boost). You could get by with just Storm>Thunder>Crane>Storm>Thunder>CAK or Storm>Thunder>Crane>Storm>EC because they have much lower recharge requirements but they're not going to do as much damage as the first attack string listed.alright, thank you umbral, do i really need CAK? cuz the powers i was thinking of NOT taking were Crippling Axe Kick and Warrior's Challenge.
Honestly, the answer is that it depends. If you're going to be running a lot of toggles (re: all of them from */WP, the Fighting pool, and Focused Acc/Targeting Drone), you're going to want Stamina especially if you're trying to build for a long haul fight like an AV. If you're not going to be running many toggles outside of your secondary, then it's not really needed, especially if you've got the 10% +end from the Atlas Medallion and Portal Jockey (which are ridiculously easy to get).Quote:and i have a question, would Fast Healing and Quick Recovery would do the trick or should i still pick up Health and Stamina
Of course, what attack string you're using also has a pretty significant effect on what you're going to need. Most top tier attack strings require either significant amounts of end redux (re: Conserve Power in a high recharge build or heavy end redux in the highest DPA attacks), significant amounts of endurance recovery, or a combination of the two simply because they cost so much endurance to run.
My general recommendation for most people is to have 2 endurance assistance tools in your build so that you can still slot your attacks decently. DM/*, */regen, */WP and */Fire have it easy simply because they've all got some significant endurance tools within the power sets already. They only need to take one (or in the case of DM/Fire, DM/Regen, and DM/WP don't need to take any at all). Everyone else, for running at the absolute top end, they generally need to get their endurance assistance through the traditional means: heavy IO slotting for +end and +recov set bonuses, Conserve Power, and Stamina. -
Quote:Since */WP has so much +regen already, you're better off going with +def, +hp, and +regen, in that order. Stacking up the damage mitigation will do more for your survivability than more damage recovery will since it allows the damage recovery to act on smaller amounts of incoming damage.Build for +HP and +Regen first. +Recharge next.
The only power that's skippable from /WP is the rez.
Don't worry about the team/solo stuff, one build for most scrappers works for both teams and solo play.
I think somewhere in the first page of this forum someone posted another scrapper /WP build. Check that out. I would say 3 to 400 +HP is acheivable and squeeze out every bit of +regen you can.
As to +rech, */WP doesn't get any additional survivability from it. The only benefits it extends are for generating better attack strings. My recommendation would be to get just enough +rech to run what you find to be an acceptable attack string (Storm>Crane>Storm>CAK might be a little beyond your reach simply because it has high requirements for Storm) while getting all of the +def and +hp you can muster. Luckily, a lot of +def and +rech go hand in hand (Obliteration has +def melee and 5% +rech, LotG +rech goes in defense sets, etc) so it's not too hard.
Your biggest problem is going to be getting that defense though. */WP has a decent bit of typed based defense going for it so its more efficient form a build standpoint to aim for typed based set bonuses. The problem with this is that typed base set bonuses are generally harder to find and are in lower enhancement value sets. Still, whichever way you go, packing in the +def is going to help your survive more than any amount of +regen you get from set bonuses. -
I'mma post it but I'm not entirely happy with it: Claws/Invuln
FU>Focus>Slash>Swipe attack string, 14 minutes 20 secs running the attack string before totally out of end, perma-DP for perma-HP cap, 35.85 hp.sec including DP's heal, 40.5% +def (s/l/f/c) and 43% +def(e/n) w/ 10 in Invinc, 67.5% +res(s/l)
Whereas I think the other builds would be top contenders for their powerset combination, I'm not so sure about this one. I tried to find Nihilii's thread wherein I could steal/learn some of her secrets, but I couldn't find it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(42), Mako-Dam%(43), T'Death-Dam%(43)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(39)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(42)
Level 4: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(40)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(15), Dct'dW-Heal(39)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 16: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-EndRdx/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(39)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(34), Apoc-Dam%(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Spin -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Dmg-I(31)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
Level 35: Tough Hide -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/Rchg(36), GftotA-Run+(37)
Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(46)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
This hour's topic: Kat/Fire
DA>GC>GD>GC>SD>GC attack string, 44.7 +def(melee), 23.5% +def(ranged), 30.1% +def(AoE), 60 hp/sec with Healing Flames once every 15 secs (12.5 sec recharge), slightly more than 10 minutes of endurance to take out a single target (re: AV) without Blazing Aura or Focused Acc on, completely sustainable with both of those toggles on when fighting multiple enemies, good resistances (capped fire, ~50% s/l, 34.2% n/e)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(9)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(36), Zephyr-Travel(36), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(50)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(42)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), Numna-Heal(40)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 28: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Boxing -- Empty(A)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(43)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
In response to being both called out and PMed about this, I decided to open up Mids and Scrap it senseless until it dropped a BS/DA build that was up to my standards. Here it is.
Parry>Hack>HS>Hack>Dis attack string while Hasten is up (16 second downtime), endurance sustainable (discounting Dark Regen b/c of Theft of Essence proc), softcapped to melee and mid 20s to others, and rather impressive resistances if I do say so myself (50.1% to s/l, 22.3% to nrg/tox, 39.4% f/c, 44.5% neg, 47.3% psy)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(13)
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9)
Level 2: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(50)
Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(17)
Level 6: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25), LkGmblr-Rchg+(27)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 12: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(33)
Level 22: Dark Regeneration -- Theft-+End%(A), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34), M'Strk-Acc/Dmg(36)
Level 24: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 28: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45), EndRdx-I(48)
Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(45)
Level 38: Boxing -- Empty(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:We're Scrappers. We show love by trying to kill you.Yeah, I hit it when I stuck my head into the Brute forums. It saved my life that day.
'Sides, I wasn't thinking of the alpha so much as all the Quills, Death Shrouds and Blazing Auras. You wouldn't deliberately set out to harm a fellow Scrapper who's just looking for a hug would you?
*Crosses fingers that the answer is no. Combines for a wakie in case the answer is yes.* -
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AFAIK, Werner was building that toon more to be a mega tank and less to deal gobs of damage. It could probably solo AVs, but it wouldn't do so as fast as other builds could. It was also very precariously balanced from an endurance perspective.
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Quote:I generally click DP>Recon>MoG>IH. IH is almost always the last thing I click simply because it's on such a long timer. I wait until everything else is up before I use it (especially making sure to have DP up) so that they'll all be recharged whenever it drops and then click it before I expect an extended period of pain. DP gets it first (activated as a heal) simply because it gives me more hp and thusly more +regen (so I have to click less from that point on). Recon gets next because it's back so fast and MoG gets the dubious honor of being third on my priority list, though it can quickly get promoted to a higher place in the list if I'm expecting some burst soon (re: I see the AE AV pop build up).Edit: which powers should I click first for an AV fight? I usually click IH > Recon > DP > MoG in that order. Any better ones?
Yes. It doesn't have the +rech to run it otherwise but the downtime on Hasten should be low enough that you will only have to run a worse attack string for maybe a single run through.Quote:Edit 2: Also with that build I'd only be able to use Incinerate > GFS > Cremate with Hasten up right? -
