Well, you did a fairly good job for being new to building and the forums. There are a lot of little technical things that don't quite work, however.
1: Heal bonuses only affect heal powers, and of those, they don't affect heal powers with a resistance component (like reconstruction). That means your 4 sets of numina are pretty much wasted (because that buff only applies to the healing DP does, which is already monstrous). Also, stealth in mids displays the defense numbers you would have when stealth is unsuppressed (which means you'll be at lower defenses in combat than what it shows you should be at in mids'). Also, get the rest of those accolades, they really help.
2: you're building for defense, which is good. The build philosophy for regen is typically "recharge, recharge, defense, moar recharge," however, and recharge is something you could definitely use more of. Melee or smash/lethal will probably be more beneficial than stacking range defense (from those mako sets).
3: Consider going through redside to pick up soul mastery for Shadow Meld. This is another clicky that's extremely useful, as it acts as a sort of mini-mog. (Personal experience: This power saves my life all the time).
4: Have some goals in mind when building a toon. Shoot for either a set of positional or typed defenses, and then build specifically for those defenses. A good goal for a regen scrapper is 32.5% defense to either melee or smash/lethal (choosing which depends on the player preferences). Aside from defense, you should have a minimum of 55% recharge in set bonuses. This much, plus proper Dull pain slotting, hasten, and accolades, will put you right up to the scrapper hp cap. With this, you will also not need to worry about any hp set bonuses, because you'll always be at cap.
5: Attack chains are something to worry about as well, but that comes in later, after you're more comfortable with mids and building in general.
6: While musculature will boost your damage, you may want to consider Spiritual instead. It buffs your healing/recharge considerably. honestly, the slot was made for regens.
Would you consider super jump as your travel? Most people on these forums prefer to just take CJ and use ninja/beast/steamjump packs for traveling, but I personally still prefer to keep a standard travel power. Super Jump being the staple.
either way, I personally am more proficient at katana/regen building, which is much easier to build defensively than (anything else/regen) {excluding bs, they're twins}. So anything I say will be from just looking at mids, rather than in-game experience backing any claims I make.
I made a mock-build to show you the sort of things I'm talking about. This isn't a "here, build this spec instead," so much as "Look, here's the sort of thing you can do."
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A)
, T'Death-Dmg/EndRdx(3)
, T'Death-Acc/Dmg/EndRdx(3)
, T'Death-Dam%(23)
, T'Death-Dmg/Rchg(40)
, T'Death-Dmg/EndRdx/Rchg(40)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A)
, T'Death-Acc/Dmg/EndRdx(7)
, T'Death-Dmg/EndRdx/Rchg(17)
, T'Death-Dam%(23)
, T'Death-Dmg/EndRdx(40)
, T'Death-Dmg/Rchg(42)
Level 4: Reconstruction -- Dct'dW-Heal(A)
, Dct'dW-Rchg(5)
, Dct'dW-EndRdx/Rchg(5)
, Dct'dW-Heal/Rchg(31)
, Dct'dW-Heal/EndRdx/Rchg(34)
Level 6: Build Up -- RechRdx-I(A)
, RechRdx-I(7)
Level 8: Thunder Strike -- Oblit-Dmg(A)
, Oblit-Acc/Rchg(9)
, Oblit-Acc/Dmg/Rchg(9)
, Oblit-Dmg/Rchg(15)
, Oblit-Acc/Dmg/EndRdx/Rchg(15)
, Oblit-%Dam(17)
Level 10: Dull Pain -- Dct'dW-Heal(A)
, Dct'dW-Rchg(11)
, Dct'dW-EndRdx/Rchg(11)
, Dct'dW-Heal/Rchg(13)
, Dct'dW-Heal/EndRdx/Rchg(13)
Level 12: Hover -- LkGmblr-Rchg+(A)
, HO:Enzym(43)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Heal/EndRdx(A)
, Numna-Heal(34)
, Numna-EndRdx/Rchg(36)
, Numna-Regen/Rcvry+(37)
, Numna-Heal/Rchg(37)
, Numna-Heal/EndRdx/Rchg(42)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A)
, C'ngImp-Dmg/EndRdx/Rchg(19)
, C'ngImp-Dmg/EndRdx(19)
, C'ngImp-Dmg/Rchg(21)
, C'ngImp-Acc/Dmg/Rchg(21)
Level 20: Quick Recovery -- P'Shift-EndMod(A)
, P'Shift-EndMod/Rchg(39)
, P'Shift-EndMod/Acc/Rchg(43)
, P'Shift-Acc/Rchg(45)
, P'Shift-End%(46)
, P'Shift-EndMod/Acc(50)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ResDam-I(A)
, TtmC'tng-ResDam/EndRdx(25)
, TtmC'tng-ResDam(25)
Level 26: Weave -- LkGmblr-Rchg+(A)
, LkGmblr-Def(27)
, LkGmblr-Def/EndRdx(27)
Level 28: Instant Healing -- Numna-Heal/Rchg(A)
, Dct'dW-Heal/Rchg(29)
, Mrcl-Heal/Rchg(29)
Level 30: Hasten -- RechRdx-I(A)
, RechRdx-I(31)
, RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Dmg(A)
, Oblit-Acc/Rchg(33)
, Oblit-Dmg/Rchg(33)
, Oblit-Acc/Dmg/Rchg(33)
, Oblit-Acc/Dmg/EndRdx/Rchg(34)
, Oblit-%Dam(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
, LkGmblr-Def(36)
, LkGmblr-Def/EndRdx(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A)
, RechRdx-I(39)
, RechRdx-I(39)
Level 41: Dark Blast -- Decim-Acc/Dmg(A)
, Decim-Dmg/EndRdx(42)
, Decim-Dmg/Rchg(43)
, Decim-Acc/Dmg/Rchg(46)
, Decim-Build%(46)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A)
, HO:Membr(45)
, HO:Membr(45)
Level 47: Tactics -- GSFC-ToHit(A)
, GSFC-ToHit/Rchg(48)
, GSFC-ToHit/Rchg/EndRdx(48)
, GSFC-Rchg/EndRdx(48)
, GSFC-ToHit/EndRdx(50)
, GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Partial Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1432;683;1366;HEX;|
|78DA65935B4F135110C7CFB65BB02D85D68280505A68B91558693431F1C507B9086|
|9B152F54105B29463D9B8699B6D4DF4CDCFE00D8D3E7AFD643E7979D16010EBECFC|
|0F4DC96EDAFC66E7CCF9CFCC993D85C74B3D423CBD2AB4DE6BB6D968EC94CA8E59A|
|F4B2750302B5659740B219227BE9D82B4A534966D596E3A56D9B4E148B4D797E403|
|596D4863535664553A66D3AA55636BD57DE9C86AD33831C2C55ACD36566CABB2DF8|
|CC0764DAB5A09F15BA92EE55E1F9B7969EE49A7B16FD58797EB56D928354DFB2125|
|2AD51E5172B3D194CE93212A314BFF5F11A19E5640DC254C0BDF3D608B716E87317|
|D1FD8662CB91D6ABC4B880C21277E479487843408754121BA7D4A08EAB3D05B2621|
|3F76E9FE1B9A2BA417813C63ACC018DF601C529200C2B5C01CE7ED02FED04AB74AD|
|F7DE4735D67FE02FF18BDC7408B1175B3E6C42A6D09A20F3D88F421A40F217D0FD2|
|F7207D90C2C308D7C203ECCA5EA637DD2FC2B484A36C89C8088B5F27571FA2037D3|
|7D1C66D467A9391B9039418B3B71847A412532712DBE3DECE4AC064F4EF0265C60A|
|2589AB24F167DCDBD47346F60563FE2563E180917BC5D068D780AA76A0458FF0936|
|7103ABEC179961ECA72414306E64101C32A6018BD9FEF07A28C750A1881A66F042D|
|8DE2F446573577D6131490500A094C6DEC148EA9F5A49A6112334C6186290C2F855|
|18E638619CC3046B2134A760285A551581A85E529605215368980292454F84A3A33|
|EAC8670EF079BE6664DF3016DE02EF188774F7E794DE1CF4E6AFE02B38619C521A6|
|A2AC67BAEF6C207E023F009E3F80C7C61ACD1AE4575AB16DD6124C4A8DEBE9EF473|
|0795D4DB57AF95F5AC2E7A3C398FE7A2C773C9E3C97B3C45BD7DBF85C69E60B47D7|
|75BDF42B4AA75AEFEE8F4ACF307F0DD13F4B3D393E2616C85DCDB0555B3C3DEEDB0|
|8B1DF6469C7629FB3F893BFA53|
|-------------------------------------------------------------------|
First off, there are two things to note:
1: the Gaussian BU proc in tactics will be turned on when you toggle tactics on. If you want to check your tohit values, unslot that IO while checking your tohit. Otherwise it will display incorrect numbers.
2: To check your To-hit value versus +3s, open your Options -> Configuration -> Exemping & Base Values -> Base Tohit:
Set the number in this box to 48. This is your base tohit versus +3s.
Now "OK" it out.
When you look at your powers now, you want the accuracy in them to be at least (or as close as possible) to 95%. 95% is tohit cap, so you cannot be any more accurate than that (versus +3s, anyway). This will minimize your miss-chances.
Now, other things to notice, the build got up to 32.5% melee defense, which is 1 luck inspiration from 45% (normal content softcap), while ranged and AoE defenses are about 20% (A good baseline defense value). When you use Shadow Meld, your Melee defense goes over 59% (which is the incarnate soft cap). While your ranged and AoE get to about 52%, which is unfortunately <59%, but it's close enough to still be pretty good.
IH is frankenslotted to maximize heal/rech values (those 3 IOs + spiritual = pretty good values)
BU and LR essentially have the same recharge time, so you can always use them together, which is nice.
MoG does enough defense and resistance by itself, all you need to slot it for is recharge (and use it as one of your 5 LotG mules)
The recharge is 68.8% before hasten, and, with just Spiritual Partial Core, hasten is only 6 seconds down, which is pretty good too (especially for not having any purples).
The regen and recovery are also pretty good, passive 60hp/sec, up to about 160 when IH is up (plus rebirth, if/when you get it). I typically shoot for around a net recovery of about 3end/s, (4.21 - 1.34 = 2.97, + .2 for a perf proc in QE = 3.17end/s)
This may or may not be enough recovery depending on what attack chain you're using, but that's only really important for infinite endurance sustainability, which isn't *extremely* important for general gameplay. If you're pretty close to it, you'll be fine, which 3end/s typically is.
As an added bonus (meaning, I didn't specifically slot for it at all, but it just happened), the build came out with a 16% passive damage buff, which is groovy.
Anyway, this is a massive wall of text, but I hope all that helps.