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Posts
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Joined
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I've been the victim of flowing my attack chain and missing activation.
Can get really annoying if I start getting chain held or just because AAO drops. -
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Her big mez will demolish you if it hits. There is simply no way to have enough mez protection to keep it from affecting you or to break out of it. I've lived through it at least once on my Regen (probably Dull Pain + Instant Healing), and someone with Willpower was able to consistently survive it. I haven't heard any other reports of surviving it.
So yes, on a Super Reflexes, it's keep trying until she fails to land it for the entire fight. I personally gave up after 40 or 50 failed attempts. She's doable, since I've had her down to I think 10% health, but I just got bored with it.
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Yay I haven't been forgotten about, even if I'm too lazy to post half the time :-) -
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Dont make me level and kat/regen to kick your butt Mojo...
I'm just crazy enough to do it, and I need a scrapper project after getting to that prestige milestone on Cat.
I'm thinking my dark/regen will be it though, fast effective and a very fun RP concept.
Oor maybe I'll try to earn enough to buy the softcapped defence build I just drafted out for Cat as my 2nd build. That's scarily expensive.
Desmodos:
It really is a matter of style and taste. You obviously dont find regen for you. The whole time I was levelling Kittenwhoorg (claws/SR) I felt naked to spike damage. There was no back-up heal. If I went red it was win, die or disengage. Sure there were extras I could have taken like aid-self, to help that but the bottom line but /SR and /WP for me are just not fun for me.
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Do it :-) -
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Ok I reread it and _Mojo_ is right and here is why.
first you say
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A skilled */wp is going to survive about the same time as an unskilled */regen.
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So A good /WP is as good a and bad /Regen then you say.
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An unskilled */wp will generally survive longer than an unskilled */regen.
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so and bad /WP will survive more then and Bad /Regen, but a good /WP will live just as long?
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A skilled */regen will survive about as long, if not longer, than an equally skilled */wp.
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so a good regen will be just as good but if not better then a good willpower.
what doesn't make sense is you just said that a a
good Willpower player=Bad regen player
Bad Willpower player >Bad regen player
Good Willpower player=or< Good regen Player
How does a good willpwer player live just as long as a bad regen player when a Bad willpower player will live longer that is why it doesn't make sense.
What I think you mean to say was a skilled */wp is going to survive about the same time as an unskilled */Wp.
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Gah >.< Meant that second one as */wp. Going back to fix it now. I read it differently because that's what it said in my head.
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I figured you'd see it eventually :-p -
I'll be there at 9 pm, wherever "there" is.
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That logic went wrong somewhere.
And I've personally never been outlasted by a anything/regen, but that's just me, I'm a crazy kat/wp.
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You've obviously never played with a crazy good, equally well built Kat/Regen. I routinely outlast Dark/WP by a long margin, even when they're built to the brim like myself.
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Those two lines are referring to different things. Reread what you wrote, it literally doesn't make sense.
On the other note, Werner's on a different server :-p Where else am I going to find an equally comparable Kat/Regen? I guess no katana/regens are on my level then... -
TW 2.0 is funny now. I've gotten away with everything I've said thus far.
lulz shall ensue on that global channel... -
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A skilled */regen player will pretty much always survive longer than an unskilled */regen. A skilled */wp is going to survive about the same time as an unskilled */regen. An unskilled */wp will generally survive longer than an unskilled */regen. A skilled */regen will survive about as long, if not longer, than an equally skilled */wp. Of course, this assumes that the primaries for all of them are the same and that the budget for the builds is roughly similar.
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That logic went wrong somewhere.
And I've personally never been outlasted by a anything/regen, but that's just me, I'm a crazy kat/wp. -
I'll make it if I end up not going on a date that night, chances are looking good that I'll be out of game though :-(
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I'll have to try this arc out when I get home today. I'll give a thorough review as well :-)
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So I just posted up my guide for Kat/WP, it's not complete yet but I've put some of my theory and concepts into it if you wanted to give it a whirl.
Here -
First Pass at my Katana/Willpower guide.
I'll spruce it up a bit in a while, just wanted to start getting it out there. -
AV Soloing Build
This is my final AV Soloing build. It's a little different than the last time I showed it to anyone thanks to changes in IO's and a fix I wasn't happy of. It's a little different than other people's Kat/WP, but I've solo'd Ghost Widow with this and I'm happy of it.
The Hecatombs aren't REQUIRED (In this build they are Crushing Impacts), however they are very nice for their bonuses. Crushing Impacts can easily replace those 5 slots if needed.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Destiny: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Gambler's Cut -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), S'fstPrt-ResDam/Def+(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(34)
Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(13), Numna-Regen/Rcvry+(13), RgnTis-Regen+(37), Heal-I(37), Heal-I(37)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), P'ngFist-Acc/Dmg(19), P'ngFist-Acc/Dmg/Rchg(21), P'ngFist-Acc/Dmg/EndRdx/Rchg(21), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx(23)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(15), Zephyr-Travel/EndRdx(46), Zephyr-Travel(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Heal/EndRdx/Rchg(25)
Level 18: The Lotus Drops -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(31), Erad-%Dam(31)
Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(46)
Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 24: Swift -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
Level 28: Health -- Mrcl-Rcvry+(A), Heal-I(31)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(42)
Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46)
Level 38: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Leveling Build.
Here is the powers that I take in order, for enhancements and slotting, please refer back to the slotting basics portion of this guide.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Gambler's Cut -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1: High Pain Tolerance -- Empty(A), Empty(7), Empty(9), Empty(9), Empty(11), Empty(11)
Level 2: Flashing Steel -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17)
Level 4: Fast Healing -- Empty(A), Empty(17), Empty(19)
Level 6: Build Up -- Empty(A), Empty(19), Empty(21)
Level 8: Divine Avalanche -- Empty(A), Empty(21), Empty(23), Empty(23), Empty(25), Empty(25)
Level 10: Indomitable Will -- Empty(A), Empty(27), Empty(27), Empty(29)
Level 12: Combat Jumping -- Empty(A), Empty(29)
Level 14: Super Jump -- Empty(A)
Level 16: Rise to the Challenge -- Empty(A), Empty(31), Empty(31), Empty(31)
Level 18: The Lotus Drops -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 20: Quick Recovery -- Empty(A), Empty(34), Empty(36), Empty(46)
Level 22: Mind Over Body -- Empty(A), Empty(36), Empty(36), Empty(37)
Level 24: Swift -- Empty(A)
Level 26: Soaring Dragon -- Empty(A), Empty(37), Empty(37), Empty(39), Empty(39), Empty(39)
Level 28: Heightened Senses -- Empty(A), Empty(40), Empty(40), Empty(40)
Level 30: Health -- Empty(A), Empty(42), Empty(42)
Level 32: Golden Dragonfly -- Empty(A), Empty(42), Empty(43), Empty(43), Empty(43), Empty(45)
Level 35: Stamina -- Empty(A), Empty(45), Empty(45), Empty(46)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- Empty(A), Empty(46), Empty(48), Empty(48)
Level 44: Weave -- Empty(A), Empty(48), Empty(50), Empty(50)
Level 47: [Empty] -- Empty(A)
Level 49: [Empty]
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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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Thanks to my laptop currently not having a charger, this build will have to wait until I can get it off of my hard drive. Sorry for the inconvenience. -
Building Basics and Concepts
As I mentioned before, Willpower is a jack of all trades when it comes to its defense mechanisms. You really do get a bit of everything from regeneration to defense. To utilize the full potential of Willpower you will want to use very power to their limits. I will explain a little on each subject and give pro tips for late game, expensive IO slotting options.
Regeneration:
Basics - Fast Healing and Rise to the Challenge stack nicely with High Pain Tolerance. +hp means you will get even more +regeneration. To cap it all off, adding Health to the set will mean great regeneration.
My Tip - NOTE!!! Due to fixes, the Numina unique, Miracle Unique and Regenerative Tissue unique all server better functions placed in Health now. It's best to slot Fast Healing for heal enhancements, RttC for Heal/End, and Fast Healing with the uniques, since it gives the least about of benefit.
Resistance:
Basics - Mind Over Body and High Pain Tolerance make up the base resistance. These powers primarily give resistance to Smashing and Lethal, so adding Tough is a great benefit here.
My Tip - High Pain Tolerance is a great place to slot the steadfast protection +3%def IO, which also provides a minor boost to resistances as well. This is the best power to slot it in because +resistance% enhancements benefit this power the least.
Defense:
Basics - Heightened Senses gives the biggest boost to your defense and your primary mitigation to exotic damage. Powers such as Weave and Combat Jumping add a good deal of survivability to your character when stacked with HS.
My Tip - With set bonuses, it’s possible, in many different ways, to soft cap your defense to F/C/E/N. With Katana/, add in soft-capped Lethal/Melee and WP is a force to be reckoned with. Defensive powers are also good places to slot luck of the gambler IO’s as well as the kismet unique.
Recovery:
Basics - Who doesn’t love more endurance? Quick Recovery should be taken at 20 and stamina not too long afterwards (somewhere in the 26-30 range is where I usually try to get it).
My Tip - Stacking QR, Stamina, Numina’s Convalescence and Miracle means you will never have endurance problems, ever. This allows you to run all of your toggles, tough, weave, and even leadership toggles or others. I love endurance and feel you can never have too much of it, especially if you plan on soloing AV’s.
Slotting
For beginners, my slotting tips are to slot 2 accuracy, 2 damage, 1 endurance reduction for attacks, varying on each attack, and 1 endurance, 3 buffers for resistance/defense/healing (For example, 1 endurance and 3 resistance enhancements in Mind Over Body). Of course a purely SO/IO slotting would make you limited in your options, if you have the ability to “Frankenslot” I would highly suggest it for attacks (for accuracy, damage, endurance reduction, recharge in that order).
A note on Frankenslotting: With SO’s and IO’s, a power is able to achieve only so much in terms of enhancing. Frankenslotting is a term used when a power uses a mixture of various set enhancements to achieve a much higher value, thanks to the dual+ nature of set enhancements. This can be done for relatively cheap as long as you aren’t buying the more expensive parts of each set and will provide a large amount of flexibility. I highly recommend doing this when leveling.
For the early game High Pain Tolerance is best slotted for health, then resistance later on. The benefit of +hp will be better than the few percent resistance.
Attack Chains
The concept of an “attack chain” is something that shouldn’t be thought of until very late in your character’s career. Ultimately the goal should be to have attacks up so you’re killing the enemy. Just for reference, my attack chain is :
GC > GD > GC > SD > GC > DA
The “Best” attack chain is:
GC > GD > GC > SD (requires 250% recharge in GD)
In the next section I will go over a few sample builds, since that’s really what everyone wants to see anyways. I will demonstrate a leveling/IO/SO build, a Frankenslotting build and an end-game build. -
Power Pools
In this section I will explain a little on power pools. I’m not going to dive too much into them since each person will choose what they want based on their concept. This is complete conjecture and my opinion only.
Travel Pools:
Each one is different and has their different benefits. Some people love to teleport, some people love to fly, etc. I’ll go through some common choices people make and my opinions on them.
Super Speed is often a big choice for people because of Hasten. The nice thing with Katana/WP is that none of the secondary powers are based on a recharge timer and Katana’s attack chains don’t require much +recharge.
Fly is an interesting pick people like to take, just know that neither air superiority nor hover will benefit you much. Hover for obvious reasons and air superiority because it will cause you to redraw your katana. If you want to be a flying ranged scrapper there are better primaries out there.
Super Jump is often my travel power of choice. You get combat jumping which gives a minor boost to your defenses as well as a slot mule for set enhancements later on. You also get good vertical and lateral movement thanks to super jump.
I don’t often touch teleport, but you can still take it if you want! (Again, completely opinionated)
Fitness
I love the fitness pool, especially as a /WP scrapper. Health gives you bonus +regeneration which stacks nicely with RttC and Fast Healing, and Stamina stacks nicely with Quick Recovery. The first power taken can be chosen depending on whether you want to run faster or jump higher.
Fighting
The fighting pool offers Tough and Weave. Tough on a /WP adds resistances on top of what Mind Over Body provides, and Weave adds good defenses on top of what Heightened Senses provides. Not entirely necessary, but if you’re going for the unkillable type these would be good powers to consider after having Quick Recovery and Stamina (Tough+Weave would add considerable end drain as toggles).
Leadership
All of the powers in the leadership pool are great, the only question is can you fit them in and which ones. These are left up to personal opinion, but +damage and +defense are, in my opinion, great things to have as a Kat/WP scrapper. -
Secondary Powers
Their description:
“You aren't Invulnerable. Bullets don't bounce off of you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down! Willpower offers a strong balance of healing, damage resistance and defense. While you have no real vulnerabilities, you can't quite deal with 'alpha strikes' as well as some other protective powers.”
My description:
“A “Jack of All Trades” defensive set. You combine solid smashing/lethal resistances with exotic defenses, +regen and +health to fight the enemies. WP also provides an endurance recovery tool which makes this set very enticing and easy to start.”
And now, let’s move on to a breakdown of each power:
Power Name: High Pain Tolerance
Description: Auto: Self +Res (All), +MaxHealth
You have a greater tolerance to pain than others. You are also slightly resistant to all types of damage. This power is always on and costs no Endurance.
Rating: *****
My Thoughts: You have to take it, and I have no idea why you wouldn’t. 10% base health increase, 5.625% base resistance to all, yes please!
Power Name: Mind Over Body
Description: Toggle: Self +Res(Smash, Lethal, Psionics)
When you toggle on this power, you empower your Mind Over Body to become highly resistant to Smashing, Lethal and Psionic damage. Recharge: Fast
Rating: ***
My Thoughts: Your first toggle. Gives good resistance to smashing, lethal (16.875% base) and psionics (15% base). A little tougher in the early game to sustain and fight at the same time, so this power can easily be postponed until 22 or 24, purely on preference.
Power Name: Fast Healing
Description: Auto: Self +Regeneration
You heal Hit Points at a faster rate than normal. This power is always on.
Rating: ****
My Thoughts: An auto, it’s always on, and you always regain health. My preferred power over Mind Over Body for the early game.
Power Name: Indomitable Will
Description: Toggle: Self Res (Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback). DEF(Psionics)
When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusions, Repel, Knockback and Hold effects. Indomitable Will also grants a moderate defense to Psionic based attacks. Recharge: Fast
Rating: *****
My Thoughts: This is one of those powers that just keep you alive. Your mez protection toggle should never be overlooked. Take it, slot it for endurance reduction in the early game, and that’s it. Doesn’t require additional slotting (unless you really want that psionic defense).
Power Name: Rise To The Challenge
Description: Toggle: Self +Regen, Foe -To Hit
The more the odds are against you, the more determined you become. When surrounded by foes, your ability to regenerate health increases greatly. Additionally, your resolve and the look in your eye is enough to leave most foes shaken, so their attacks are less accurate. The first foe you engage in melee grants the highest regeneration bonus, and up to 10 foes can contribute to this effect. Recharge: Slow
Rating: *****
My Thoughts: People used to say this is the power that defines the set. While I don’t agree with them, I will say that it is an undoubtedly important power. (As a note: I feel all the powers together is what make the set, since WP is the jack of all trades it needs all of it’s cards to play right). This power gives a lot of regeneration on top of a tohit debuff on the enemies. Slot it for endurance reduction and healing.
Power Name: Quick Recovery
Description: Auto: Self +Recovery
You recover Endurance at a faster rate than normal. This power is always on.
Rating: *****
My Thoughts: So you’re level 20 and trying to figure out what to take? Stop thinking, take Stamina. 3-slot it, slap in those endurance mods, and enjoy the rest of your life. This power increases your endurance recovery and stacks with Stamina. If you’re interested in IO’s, this is one of the two perfect places to slot a performance shifter proc.
Power Name: Heightened Senses
Description: Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Negative Energy), +Per
You become more aware of your environment and its hazards while this power is activated. This will increase your Defense versus environmental damage as long as it is active. Your Heightened Senses also allow you to perceive stealthy foes and resist Defense DeBuffs. Recharge: Fast
Rating: ****
My Thoughts: The apples to your oranges. Before you relied primarily on resistances and regeneration, having a hole to exotic damage in your set. Well no more, HS gives you the defense you want and the perception that you love (being able to see those silly arachnos when smoke bombed). Depending on your preference you can hold off on grabbing this power, but I wouldn’t hold off for too long, or at all. The late 20’s and early 30’s is when you start running into that exotic damage, unless you plan on fighting freakshow and council your whole life.
Power Name: Resurgence
Description: Self Rez, Special
Should you fall in battle, you can Revive yourself from the brink of death. You will revive with most of your Hit Points and half your Endurance and be protected from XP Debt for 90 seconds. Additionally, for 90 seconds, your damage and chance to hit will be improved, then for another 45 seconds, your damage and chance to hit will be diminished. Recharge: Very Long
Rating: *
My Thoughts: Oftentimes I forget this power even exists. It’s great, sure, if you plan on dying. But that concept goes against the scrapper code of conduct. As a Kat/WP scrapper, my motto is “If I died then that means I did something wrong.” Even if that’s not how you fight, why take a power when you can just bring an awaken, especially with the ability to convert 3 of any one inspiration into another.
Power Name: Strength of Will
Description: Self, +Res(Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG), +Recovery
When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, Knockback, Repel and Sleep effects. Strength of Will costs little Endurance to activate and increases your recovery for its duration, but when it wears off you are left exhausted, and substantially drained of Endurance. Note that Strength of Will is unaffected by Attack Rate changes. Recharge: Very Long
Rating: ***
My Thoughts: The key to this power lies in its versatility. This power gives you a little bit of the things you love the most: endurance recovery, resistances and mez protection. It can also be used while mezzed to either act as a breakfree or just add additional resistances to try and survive. Since it’s on a set recharge timer, you also don’t have to worry about slotting for recharge. It can be taken early on but it is easily postponed until near the end. -
Primary Powers
Their description:
“Wield a Katana and master a variety of powerful Lethal attacks. A quick and elegant weapon, the Katana is faster than a Broad Sword, and can reduce an enemy's Defense. The Katana is a fine blade that always has a bonus to Accuracy. Like all scrapper powers, all Katana attacks can sometimes land a critical hit for double damage.”
My description:
“The primary powerset that won’t let you down. Katana provides great early game in the form of -defense in all of the attacks, and the only power that doesn’t do -defense gives you +defense. -def is great in the early game to make enemies more easy to hit, and Divine Avalanche by level 8 gives you a level of survivability your secondary can’t give you by that time. The powerset has 2 cones (in the form of Flashing Steel and Golden Dragonfly) and 1 pbaoe (in the form of The Lotus Drops), so you’ll never feel like you don’t hit enough enemies.”
And now, let’s move on to a breakdown of each power:
Power Name: Sting of the Wasp
Description: Melee, Moderate DMG(Lethal), Foe -Def
You perform a standard attack with your katana. This attack is slower than Gambler's Cut, but deals more damage. Sting of the Wasp can reduce a target's Defense, making them easier to hit. Damage: Moderate, Recharge: Fast
Rating: **
My Thoughts: This attack hits harder than Gambler’s Cut, but it also recharges slower and animates slower. With recent improvements on GC, this power, at least for me, is the second easiest skipped power in the set.
Power Name: Gambler’s Cut
Description: Melee, Minor DMG(Lethal), Foe -Def
You perform a quick slash with your katana. This attack is very fast, but deals only minor damage. This attack can reduce a target's Defense, making them easier to hit. Damage: Minor, Recharge: Fast
Rating: *****
My Thoughts: Your bread and butter attack. This move will be used more than any other in your powerset from 1-50 and will be great later on for procs. Take it, slot it, love it.
Power Name: Flashing Steel
Description: Melee (Cone), Moderate DMG(Lethal), Foe -Def
You swing your katana in a wide arc in front of you, slicing multiple foes. This attack can reduce a target's Defense, making them easier to hit. Damage: Moderate, Recharge: Moderate
Rating: ****
My Thoughts: A solid attack, your first that hits multiple enemies. Available at level 2, and should be taken then. Does more damage than Gambler’s Cut and Divine Avalanche but on a slower recharge time.
Power Name: Build Up
Description: Self +DMG, +To-hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Rating: ***
My Thoughts: This power is often debated by folks in terms of usefulness, and I’m on the side that build up is an awesome power. It’s on a 90 second recharge, but it makes it so you take out those pesky enemies fast. 10 seconds is all you need. Take it, 3-slot it with recharge when the slots become available.
Power Name: Divine Avalanche
Description: Melee, Minor DMG(Lethal), Self +DEF (Melee, Lethal)
You can use your katana to parry incoming melee attacks and then quickly return the favor. Divine Avalanche does minor damage, but every successful hit will increase your Defense against melee and lethal attacks for a short while. Damage: Minor, Recharge: Fast
Rating: *****
My Thoughts: If I could give a power six-stars, this would be it. This power will single-handedly get you through some of the toughest situations in the game. For every stack of divine avalanche, you are getting 15% defense to melee and lethal. That adds up, and it adds up fast. It does a lot of damage to boot! Take it, slot it (accuracy and endurance first, damage next), love it. Accuracy first because this is the power you want to hit consistently.
Power Name: Calling of the Wolf
[/b]Description:[/b] Ranged, Foe Taunt
Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To-Hit check required to Taunt enemy players, but is not needed against critter targets. Recharge: Fast
Rating: *
My Thoughts: Why taunt when you can smash it in the face? Remember when I said SotW was the second easiest skippable power, this is the first.
Power Name: The Lotus Drops
Description: PBAoE Melee, Moderate DMG(Lethal), Foe -Def
You perform The Lotus Drops maneuver, attacking all foes in melee range. This attack wounds your opponents, causing them to take moderate damage over time and reduces their Defense. Damage: Moderate, Recharge: Slow
Rating: ****
My Thoughts: Your PBAoE (point-blank area of effect, or person-based, whatever floats your boat). This is the attack that’ll be used to hit all those pesky enemies surrounding you. Take it, slot it, enjoy. As a rule of thumb, it’s a waste to use on less than 3 enemies (endurance-wise). I often break my own rule though, when it’s the only attack up at the time.
Power Name: Soaring Dragon
Description: Melee, High DMG(Lethal), Foe Knockup, -DEF
You perform a powerful Soaring Dragon maneuver that deals a great amount of damage, and can knock a target up into the air. This attack can reduce a target's Defense, making them easier to hit. Damage: High, Recharge: Moderate
Rating: *****
My Thoughts: The first of your two big-hitters. On top of doing good damage, this power does knockUP, which can be extremely useful. You know the drill, take it, slot it, love it.
Power Name: Golden Dragonfly
Description: Melee, Extreme DMG(Lethal), Foe Knockback, -DEF
You perform a devastating Golden Dragonfly attack that deals a massive amount of damage and can even knock a foe down to the ground and reduce it's Defense. This attack has an exceptionally good critical hit capability, better than other Katana attacks, that can sometimes deal double damage. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow
Rating: *****
My Thoughts: The power you’ve been waiting for all this time. It has a higher chance to crit than regular attacks, a chance for knockback and a fun animation. Same as before, take it, slot it, love it. -
Mojo’s Guide to Katana/Willpower
If someone asks you “what is today?” and you answer “A good day for carnage” then you’re definitely in the right spot. Welcome to my guide for Katana/Willpower! It’s taken me a while to finally sit down and knock this thing out, but I hope you find it useful. Katana/Willpower is often seen as a solid beginner set due to great powers early on, but it has the potential to be one of the best powersets in the late game as well. So sit back, grab a cup of your favorite liquid, and relax as I take you through the wonders of in-depth Katana/Willpower scrapping.
Table of Contents
• Primary Powers
• Secondary Powers
• Power Pools
• Building Basics and Concepts
• Sample Builds
As a note, I'll be fixing up this guide over the next few days to make it more reader friendly. Currently at work and I have to rush to get going, but I at least wanted to get this thing going. Thanks for your patience. -
For temp travel powers you can get 2 early on, the first is the flight one from the safeguard mission for levels 5-10, you get safeguards from radio missions in Kings Row. (once you complete a few, it'll tell you to talk to the detective who will give you the mission). The next can be obtained from the 11-15 safeguard mission, which gives you super jump.
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Or the alternative is to take those extra two slots from your defenses and put them in your attacks and slot end reduction there. It'll give you higher return on your endurance reduction investment.
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With Kat/WP my personal preference is to softcap FCEN and then go for +hp/+regen, that'll leave you with softcapped melee, LFCEN, and great regen/recovery/resistances as well. You can do this without gimping your attack chain as well.
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Well I'd say either BS/WP or BS/SD, WP doesn't get you stuck in the Shield scrappers, but still leaves quite a few options open. I have to wonder how many Fighters used dual blades or swords that you'd be interested in.
For slotting, I always 5-6 slot my attacks, then 3-4 slot my defenses later depending on what they are. I think someone mentioned doing a 2:1 ratio of Primary-to-Secondary, and Secondary-to-Pool, with the obvious exceptions. -
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Unfortunately, Swift and Quickness only take generic IOs, at least according to Mids.
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Truth. Universal Travel Sets only go into actual travel powers, so Swift/Hurdle/Quickness/Sprint/etc. are out of the picture.