Young_Tutor

Apprentice
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  1. Psylenz, I agree totally with a lot of the choices you made in your build. My Rad/Dark is set up a little differently, don't have a build to post but will critique yours in view of the choices I've made. I'll also point out a couple of places where you might want to tighten up your own build to squeeze the most out of it.

    My Rad/Dark operates under the basic philosophy of simply making the team better and enemies weaker out of the box. She is oriented towards maximum weakening of AVs, especially with the -regen aspect of LR and EMP. Teamwise, she has tactics, manuevers, and assault as well as AM to improve the team and the debuff toggles, LR, and RA to keep everyone safe and topped off with health. DB+Gloom can whittle down bosses or AVs, and TT+NF can add some DPS on groups if everything else is under control (plus all her dark blasts have a debuff component that synergizes with RI).

    Main differences in powers you took that I didn't take:

    Choking Cloud: I have this power on a Grav/Rad controller and like it, but for my defender I just never got into it. It eats up a lot of slots, burns through my end, and I'm not completely sold on its value. On my controller singularity is throwing out random holds, so its like turning the random hold factor up to 11. I guess its value has a lot to do with how you play, so not slamming it.

    Fallout: personally I have a hard time taking this over mutation. Both are situational, but mutation just needs one slot and its good. You've got it 4-slotted. Not knocking fallout as a power, just that I enjoy the vibes of rezzing a teammate (more powerful than before) over just turning him into a bomb. I don't think mutation is a must-have and I typically put it off in favor of the powers that I feel will help me do the stuff that I want to do, but it makes me feel heroic.

    Blackstar: the end drain effect is too much for me. I run a bunch of toggles, and I hate turning them back on. In a team situation, I feel like blackstar takes too much potential. Its not really a finishing move, its not a proper "oh-isht" button (see EMP), compared to all the other stuff I could be doing with my endurance (and slots) I don't think that Blackstar is worth it.

    Again, the above are philosophical choices, not condemnations of how you like to play Rad/Dark.

    With the exception of those powers (that I didn't take) I agreed with the order in which you took your powers. For a solo defender, I'd take Gloom at 2 over RI, a defender that always teamed could put it off till later. I agree with putting off EF until after stamina (though I could also see putting it earlier). Rad *especially* wants to get to stamina ASAP. Rad *especially* benefits from hasten (synergizes with AM, synergizes with so many awesome powers).

    I agree with you on EMP, and you are right to want to put a couple of more slots into LR. LR needs more emphasis on recharge, less on slow enhance (it only affects movement, not -recharge and -regen). I love EMP to death. Its up enough to where I can basically fire it off whenever I find it useful (conserve power helps me weather the storm). If I were you, I'd switch up the slotting of EMP to include a couple more acc/hold/rech IOs and skip the set bonuses. Basilisk Gaze has the + recharge bonus, so that might be worth it, but if you are trying to maximize EMP frankenslotting is the way to go.

    [Frankenslotting is using set IOs not for the set bonuses but for the advantage they have over generic IOs if you would otherwise slot for every aspect they enhance. For example, 3 acc/hold/rech IOs give more total power than using 1 acc, 1 hold, and 1 rech IO of the same level. By frankenslotting, you can maximize the use of slots (at the expense of set bonuses).]

    RA and RI slotting: I like my RA a little beefier and feel that RI can be skimped on a bit more . . . 3-4 slots in RI, 5 slots in RA. RI works fine out of the box, 1 end red and 3 to-hit debuff will be more than enough. For leveling up, I would prioritize RA and slot it for recharge. Doctored Wounds is pretty nice in there, or like EMP frankenslot to get 6 IOs of power out of 5 slots.

    EF needs 2 end reduction (3 eventually if you can spare it), you have it slotted just right. Just wanted to emphasize that.

    Here's my biggest disagreement where I'd ask you to look beyond playstyle: tenebrous tentacles. I think that power deserves 6 slots fairly early on. It does so much. Ghetto control, debuffs accuracy, *and* does damage. Throw a couple of acc/to-hit and acc/immob in there, some acc/dam, dam/rech, etc . . . TT can do it all and with 6 slots (and creative frankenslotting) you can really make it shine. NF is a little different, its more of a straight damage power (but a good one). Moreso than DB and Gloom and even NF, I'd ask you to look at TT in your arsenal and make sure you were getting the most out of it.

    That said, my philosophy about attacks is "if you are going to get them, might as well slot them up". DB and Gloom are 3 slotted with TT and NF being 4 slotted. I personally find that having my bread and butter attacks well-slotted gives me more power and flexibility than have a couple of situational powers well-slotted. So I guess I've drifted back into "what works for my playstyle" rather than anything else. TT *screams* for 3 more slots, its awesome, but I really can't fault you for using NF or gloom however suits you best.

    I didn't mean to be pedantic or overly critical, we agree on like 80% of what a rad/dark ought to be about. I just figured that in teasing out the 20% where we didn't agree that a new player could see differences of opinions and take points that would fit how they wanted to play. At your level, though, I would seriously look at frankenslotting RA, EMP, and AM . . . with a little thought, you can get some extra oomph out of those bread and butter powers.
  2. Nice guide!

    One thing that you touched on but did not go in-depth about was what stacked set bonuses would be good for */regens. From your advice it was clear you thought +recharge, +HP, + regen, and +def were good bonuses . . . but you didn't offer a rubric for evaluating trade-offs other than, for Doctored Wounds and Numina's, price. Such a rubric could help */regen scrappers slot not just their secondary, but to choose sets and bonuses for their primary powers as well.

    Personally, I think +recharge is great for a */regen scrapper. The more often Dull Pain is up, the more often it buffs HPs. +Recharge also helps IH and reconstruction. Oh, and did I mention it also helps with every single attack?

    5-slotted Doctored Wounds gives a +5% recharge bonus. 5-slotted Crushing Impact also gives a +5% global recharge bonus. Due to the rule of 5, more than 5 +5% recharge bonuses have no effect. Depending on how many melee attacks you have, and how many sets of crushing impact you plan on slotting, this might affect your choice of DW over Numina's.

    HP and regen are great bonuses. That said, slotting for recharge is like slotting for HP and regen, because you bring up dull pain and IH more often. Not sure how much +recharge it takes to make those perma (or if its possible for IH) but just thowing it out there for contemplation.

    +defense is a stat that interests me. Steadfast protection gives +3% to all, Gaussian's 6-slotted in tactics gives +2.5% to all, combat jumping gives +1.88% to all, weave gives +3.75% to all. Obviously you could slot CJ and Weave up with 3 LOTG to get some extra health, global recharge, and regen (as well as a spash more defense). That's getting you > +10% even without dipping into other +defense set bonuses. Not that much of a numbers cruncher, but it seems like that would be a direction someone could take */regen. If I've got my defense straight, 15% means mobs will miss you 33% more than at 0% . . . and a medium defense inspiration will take you beyond the soft cap. Seems like it would be not a bad thing to think about.

    Lastly, when it comes to HPs every AT has a cap. I'm not sure exactly what the numbers are, but beyond a certain point it does no good to add more HP.

    Anyway, just a few suggestions. I generally agree with your advice for how to slot regen powers. Thanks for posting your guide.
  3. I have a level 43 kat/regen scrapper and overall I really think you've done a great job. I especially like how you give careful attention to how heros can respec/plan their build for different levels. I think that all folks could benefit from reading through and studying the thought you put into power picks at different levels even if they were not planning on playing a Katana/Regen scrapper.

    Some minor things you might want to think about if you are going to revise the guide further.

    Hasten is a must for your build, and I agree it is great for katana/regen. It boosts damage, defense, and healing. I think your build would be stronger as a teaching tool if you went in depth a bit more about why hasten (for example) is more critical than build-up especially in the section on taking a travel power other than superspeed. I think it would help newer players better understand the theory behind your build.

    You do a good job mentioning frankenslotting and alluding to IO sets. In the interests of making a comprehensive guide, perhaps an example or two of some frankenslotted attack powers (ie pointing out that using 2 dam/end/rech at level 25 or higher gives 3 SOs worth of power in 2 slots). Perhaps a link to another guide that discussed frankenslotting more in-depth. That may be more than you care to do, but at a minimum I ask that you mention which powers take melee and which take pbaoe IOs so that folks don't buy the wrong ones (been there, done that).

    A general section on IO set bonuses that katana/regen scrappers may find helpful would also be good (for example, is it better to emphasize recharge over HP? Is positional defense more desirable than damage? What about +regen, how important is that to a regen scrapper?). Discussing some specific IOs which can be used to get around katana/regen's limitations (for example, there are a couple of neg energy procs or damage resist debuffs procs that could be slotted to overcome resistance to lethal damage, Resiliance is a great place for the steadfast protection +3% defence IO, etc). There are all sorts of neat QOL tricks that aren't all bank-busters. Touch of lady grey, for example, gives bonus health for 2 slots . . . neg energy proc and a rech/end for example.

    Again, this may not be your area of interest but your guide is *so* comprehensive that if you have time, that would be nice. Having an agenda when going into IOs is a real money saver.

    Thanks for the great guide!