Hiruma

Citizen
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  1. Hello fellow scrappers.

    I recently came back from a break from the game. The last time I played the Alpha slot had just been released.

    So one of the first things I do when I get in is join a BAF trial on Victory. This is on my Katana/Super Reflexes scrapper who is reasonably IO'd. No purple or PVP IOs, but at soft-cap, DDR cap, ~10 second gap in haste cycle, sufficient end, and so forth.

    So upon completion I get a Very Rare component option (beginner's luck - won't happen again), so I immediately start looking through the in game documentation trying to figure out what I need.

    At the time, I settle on aiming for Rebirth Core (Heal +Max HP) first and grab a Living Relic. As an SR, I tend to have problem with healing (Aid self is *so* slow...) and burst. I figure the Max HP might help with that.

    However, since then I've sat down and looked at the actual numbers. The +Max HP seems, well, lackluster compared to the Regen version. As far as I can, it doesn't even reach HP cap with the Accolades and my current IO slotting in the first 10 seconds.

    Now I'm trying to figure out what a good use for that Living Relic is, in addition to planning out what I want for that future happy day that I again get a good drop. So here's what my initial gut feeling is for what my Katana/SR should be aiming for T4s:


    Alpha-> Musculature, Core or Radial (Probably Core, although the End and Running speed could be fun).

    Destiny-> Rebirth Radial (Heal + Regen)

    Interface-> Reactive Radial (or perhaps Paralytic Radial if I really just want to be different)

    Judgement-> Void Radial (Self PBAOE + -damage debuff)

    Lore-> Vanguard Radial* (AoE ranged, self-healing Boss + 7.5% damage and Twilight Grasp Intangible pet)

    *Actually uses the Living Relic that I current have.

    I was wondering if anyone has used these, and what their opinions on their performance was. Are there some better suggestions for a Katana/Super Reflexes scrapper?

    Thanks.
  2. Thanks!

    That does seem like a nice rebuild. You're correct in assuming I was aiming for Soft capped Melee and E/N/F/C, with a ranged smashing hole (seemed the most natural soft caps to aim for considering its Katana/Willpower).

    I can imagine modifying the Hover slotting and Golden Dragonfly slightly, adding 2 more Performance Shifters to Stamina, and another 2 Healing IOs to Health to wind up with 1.5% more HP, more Endurance, and another 46% regen.

    In any case, it seems to be a better base to work from and I expect I'll have to play with it in Mid's for a bit.
  3. I'm looking for improvements to a Katana/Willpower scrapper build.

    The character in question just hit level 32, along with his partner, a level 32 Archery/Mental Manipulation Blaster (who happens to have Maneuvers and Tactics). We've been playing at +0/x6 with mostly just SOs (except for a Karma Knockback and fully IO'd Drain Psyche on the blaster).

    I figure at this point I can start trying to grab and slot IOs in the 30-35 range, while also putting out bids for late game IOs (and/or respec some of my other characters and steal some IOs out of them). However, I also I want to keep in mind the upcoming I19 changes as well, so I used the unofficial Mid's patch to produce this plan.

    Keeping in mind this Scrapper only gets played in a duo (or larger groups that absorb said duo), and thus benefits from approximately +3.5% extra defense from manuevers, are there any places I can improve this plan? No purples or PVP IOs, since I'm not that rich and already have starving alts.

    I'd also like to keep the single target taunt, as I've found it useful for both pulling and grabbing the 1 or 2 stragglers which decide the Blaster is an easier target than the Scrapper who just jumped into the middle. Pulling the entire group over to grab a single enemy's attention can be slightly problematic if there's any major AOEs being thrown around.

    Thanks for reading and any suggestions you might have.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg(5), Achilles-ResDeb%(7)
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(37), Numna-Heal(40), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40)
    Level 2: Flashing Steel -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Dmg/Rchg(43), Erad-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(45)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 8: Divine Avalanche -- DefBuff-I(A), DefBuff-I(9), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg(37)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A), LkGmblr-Rchg+(11), RedFtn-Def/EndRdx(11)
    Level 12: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(13)
    Level 14: Calling the Wolf -- Taunt-I(A)
    Level 16: Rise to the Challenge -- DarkWD-Slow%(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(37)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(25)
    Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(23)
    Level 24: Fly -- Flight-I(A)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Boxing -- Acc-I(A)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 47: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(48)
    Level 49: Melt Armor -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Flight-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A)
    Level 1: Stamina -- P'Shift-End%(A)
  4. Quote:
    Originally Posted by AnElfCalledMack View Post
    A Rad or Dark is also an option. The -ToHit in DN or RI should combine with the scrapper's +def to hit the softcap quite easily, while in the late-game, these toggles still give another useful debuff effect (-Def or -Dam).

    Frankly, the main thing Fire/Shield lacks is any form of debuffing. Seems to me a debuff specialist (like a Fire/Dark or Fire/Rad Corr) would complement them nicely.
    The Kinetics powers are actually minor debuff powers. Not as strong as a Rad or Dark, but noticeable. Transfusion is -50% regen for 20 seconds. Siphon Power is -20% Damage, Siphon Speed is -20% recharge, etc. Admittedly most of them won't do much against level 50 AVs, but at low levels against bosses they work pretty well.


    Quote:
    Originally Posted by Shred_Monkey View Post
    I vote for a 2nd scrapper... I don't see any buffers/debuffers able to double the damage output of a team. If it was a bigger team, the buffs/debfuffs would multiply out to more then 1 scrapper, but in a duo... 2 scrappers is going to be hard to beat.
    At high levels and given large groups of 10+, a Fire/Kinetics Corruptor will more than double the damage output of a team. Simply from Fulcrum shift providing a crazy damage bonus.

    Assuming you keep up Fulcrum Shift with 10 targets on just the scrapper, thats a +200% damage bonus. Assuming AOO saturated and fully slotted powers, the Scrapper is at about 100 (base)+100(slot)+60ish = 260% damage. Fulcrum shift pushes this up to 460% in that case. 460/260 = 1.769. So as long as the Corruptor is at least worth a quarter scrapper damage wise, you've doubled the damage of the team.

    Admittedly, this is situational, and doesn't apply to taking down big single targets like an AV. Although the fully slotted 1.17 second cast, 4 second recharge, 40% heal the Corruptor can throw out does nice things for survivability.

    As for the Master Mind suggestions, I don't think the scrapper needs the distractions. I'm pretty sure she'd be trying to attack the minions half the time. Especially if its demon summoning...

    I guess it comes down wanting to take single hard targets easier or wanting to take groups of enemies easier.

    Thermal, Radiation, or Cold Domination all provide -Regen and -Resistance for AV killing.
    Kinetics probably provides the most consistent offensive punch against large mobs. And Dark has its usual bag of tricks plus a pet. All of them increase survivability but in different ways.

    I'm still leaning towards Kinetics because it makes the scrapper character feel more scrapper-ish. More damage on a faster recharge with enough end to not have to stop. And scrappers are all about style.
  5. Looks solid. At bit less offensive than what I tend to build my Katana/Super Reflexes as.

    Some ideas to take or leave.
    1) Move the Kismet +to Hit IO to Agile from Combat Reflexes. Better to have it in an always on passive than linked to a power which turns off when you turn on your travel power. Or put it in focused fighting if you plan to exemplar down much.

    2) One thing you might want to investigate is switching out Sting of the Wasp for Hasten with Recharge IOs. Move Focus Senses up to level 4, and Hasten in at 8.

    To recover melee defense you can either drop 2 slots into buildup for Rectified Reticule will keep you at 45.3% Melee defense. You're still left with a bonus slot. Or switch Golden Dragonfly to Obliteration and net 3 extra slots. You're still AOE and Melee capped with about 1% to spare.

    Pros:
    1) You get Hasten up for 120 seconds and down for 21 seconds. Might allow for some better damage attack chains, although I admit I haven't looked at the chains for this build.
    2) The extra slot could be dumped into Conserve Power, and with Hasten, could have that up slightly less than 50% of the time, which might help if the build has End issues with the extra Haste.
    3) The last two slots could be used for further set bonuses or end reduction in toggles.

    Cons:
    1) Melee defense is closer to the edge.
    2) Lose 2.5% damage bonus and 1.5% hit points.
    3) Extra end costs with Haste.
    4) You lose Sting of the Wasp but I'm not sure its necessary.
    5) Depending on if you go with Obliteration, you lose Psionic Defense.
  6. The responses have gotten me thinking at the very least. Thanks.

    I hadn't considered another Scrapper to the pair, but you're right that Shield uniquely reinforces another shield scrapper, although the range on Phalanx Fighting and Grant Cover is rather small. In the middle game, close coordination would allow some impressive defensive stats. I'd just be concerned about being within that 15' range all the time.

    I guess I was looking for something other than a scrapper, as I probably have too many scrappers and brutes as it is. Yeah, yeah I know, you can't have too many scrappers.

    The fire/kin corrupter sounds quite good actually. It still provides good mitigation in the form of a strong and fast heal from level 1 and late game can hit damage cap and extra recharge on Shield Charge and Fire Circle Sword.
  7. I recently came back to the game after about a year away, and have restarted playing along with my wife.

    She's played Blasters and Corruptors previously, but until now not played any melee sets. She started a Fire/Shield scrapper today. At the time I started a Ice/Thermal Radiation Controller to go with her scrapper, although we stopped for the night at level 4.

    My question is what might be a better match. I'm wondering if a more dedicated support, like a Kinetics/ or Empath/ Defender, meshed with something with half decent AOEs like /Archery or /Electric might work out better.

    Thanks for any advice.
  8. So after a bit of more thinking what I want to do with the build, I've decided on the following things:

    1) I like damage. I like damage to the point where taking 4.33 seconds out of my attack cycle to heal bugs me. So I'm willing to give up on the "no using inspirations" if it means I keep up the damage.

    2) I do want to be able to take the character into PVP occasionally, without the need to buy another whole set of medium end IOs. So Elude has to stay in. (Yes, I know defense sets are sub par in PVP right now, its the principle of the thing).

    However, I did discover one important thing. Elude takes universal travel sets.

    Assuming I ever get 4 more LotG and with Haste up, it rechages in about 6 minutes, for an up time of about 50%, which I feel is acceptable.

    So I'm thinking of going with the following build. I'd like to eventually upgrade all of the Defense/Rechage LoTGs to Global recharges (only own 1 at the moment), and I still need to acquire a Miracle, a second BotZ set (own one set), and a few more Obliterations. But otherwise I've got the rest of it.

    I'm also still debating whether I want swift or hurdle. With Elude running I get either 76 mph or 83 mph, with either 40 jump height or 30 jump height, depending on which I pick.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
    Level 2: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def(11), GftotA-Run+(11), GftotA-Def/EndRdx/Rchg(13)
    Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(15)
    Level 6: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-%Dam(27), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(15), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), Zephyr-Travel(21)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(17), RgnTis-Regen+(17), Numna-Heal(29), Mrcl-Rcvry+(29), Mrcl-Heal(31)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(36)
    Level 22: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(36)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), RechRdx-I(34), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(36), GftotA-Def/EndRdx(37), GftotA-Run+(48)
    Level 38: Elude -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40), RechRdx-I(50)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Run+(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  9. Quote:
    Originally Posted by Chaos_String View Post
    Well, the good news is that your positional defenses are already where they need to be: at or above 45%. That's great; you don't need to shore it up. In fact, with defense numbers like that, clicking Elude will do absolutely nothing to help your survival in the great majority of situations.
    As noted in my response to Umbral, I need to figure out what I really want. I had forgotten to mention I occassionally PVP, and sometimes AE missions require a higher defense cap than 45%. Its true dropping Elude would allow me to shore up other weak parts in PVE, and I should consider it. Trying to do too many different things will hurt the build in other places. So I may need to put that second build option at the trainer to use.

    Quote:
    Originally Posted by Chaos_String View Post
    So, what you need is more damage output and endurance sustainability. Those are relatively simple fixes.

    Here's my take on tweaking your build. I put the AH proc in GC where it will help most. I worked a couple damage procs in elsewhere. I slotted the Miracle unique into Health (not cheap, but can be bought with merits) and replaced the LotG def/rech in Weave and Agile with 2 LotG +rech (also not cheap, but can be bought with merits, too) to tighten up the attack chain. I got rid of Hasten and Elude and replaced them with Aid Other and Aid Self. I replaced Web Grenade with Conserve Power. I upslotted Build Up.
    Certainly I had in mind over time swapping up to the LotG global recharges, but dropping Hasten I find a bit surprising. Though I suppose if I had 4 LotG global recharges (30%), 25% IO haste, 20% Quickness, thats pretty much perma-hasten without the power.

    Quote:
    Originally Posted by Chaos_String View Post
    These changes will give you the damage output you need, chaining GD > GC > SD > GC > FS > GC for 175ish dps (factoring 28% Build Up uptime, 65% AH proc uptime, and 95% hit chance). That's enough damage output for most AVs. You'll also have sustainable endurance and an emergency self-heal.

    So with those changes, you'll be able to solo AVs with no temps/insps.

    I could post you a completely revised build that's much more optimal (Edit: as Umbral has no doubt done already), but this one makes use of most of what you already have, with just a few unintrusive changes.
    Thanks. I think these posts have pushed me in some directions I hadn't fully considered, which is a good thing.
  10. First thanks very much for your response and suggestions.

    Quote:
    Originally Posted by Umbral View Post
    Your biggest problem is that you have that AH proc in Flashing Steel rather than Gambler's Cut. Math has been done and the conclusion is that, against the small targets that AoE specializes in taking out, AH is actually worse than a normal proc simply because the targets aren't getting attacked for the entire duration of the proc (not that they could actually survive all of that). If you want to increase your output overall, take the AH and put it into GC rather than FS.
    I guess can see that. I originally put it in there since it was my fastest recharging AOE. Assuming max hits with each in the middle of a 50 or 52 boss mob swarm you get more procs out of Flashing steel than Lotus Drops. Certianly over the course of a proc in that situation I do actually tend to hit with 2 or 3 attacks. However, you do make me realize that if I want AV killing power, I should be focusing on single hard targets and Gambler's cut with the proc makes more sense.



    Quote:
    Originally Posted by Umbral View Post
    Get the Freedom Phalanx Reserve Member accolade. It's not really all that difficult. Just run a Synapse or 2, a Sister Psyche or 2, and some Nemesis missions, and you should be golden for the hard parts of it (the defeat badges). After that, it's just a 10 minute romp through various zones to collect the badges.

    First things first, the accolades are your friends. Get the Atlas Medallion (crazy easy to get since the only remotely hard parts are the 2 Council defeat badges). Secondly, if you're going to have 4 slots in Stamina, go with 4 piece Performance Shifter for the additional set bonuses. Thirdly, Impervium Armor and Gift of the Ancients 4 piece sets are awesome because you get good enhancement values and 2 great set bonuses each to help with your endurance (+end and +recov). I don't believe that either of them are all that expensive either. Fourth, unless you absolutely have to have Web Grenade for concept reasons, get rid of it for Conserve Power. That alone could solve your endurance problems if you drop 3 recharge into it.
    I do have the Atlas Medallion and the Portal Jockey accolades, as those were the ones with +5 End. But you're right that I really should work on the Task Force Commander and Freedom Phalanx Reserve ones.

    As for web grenade it wasn't for theme, it was for the occassional forray into PVP in Recluse's Victory. Its a nod to the fact that I have no ranged attack powers and flying ranged strikers are a pain to deal with. Plus the -40% recharge is handy as well in PVP. However, its not a must have, more a convenience. So dropping it for conserve power is probably the right way to go.


    Quote:
    Originally Posted by Umbral View Post
    You should definitely think about getting either SJ or SS especially because you're */SR. The BoTZ set bonuses are awesome, if a little expensive, and they'll allow you to devote more of your slotting to endurance sustainability and recharge. Also, consider removing those second slots from Swift and Quickness. It's a waste when you consider that you could drop those 2 slots (and the second from Practiced Brawler) into CJ and net yourself an extra 3.13% +def (ranged, AoE).
    The question is what to drop for the travel power. I note you drop Elude in your suggestion, which is perfectly right for PVE. I do find it useful for the occassional run into PVP though. On the other hand, I spend alot more time PVE side then PVP.

    I guess I'll have to think about what I want a little bit more. However, your suggestions do definitely fit the bill for what I asked.


    Quote:
    Originally Posted by Umbral View Post
    You should easily be able to take that slot out of Practiced Brawler easily. It doesn't take much to make PB permanent and double stacking is mostly overkill in PvE (PvP too, probably).

    Here's something that should solve most of your problems. It's pretty budget, but you could upgrade if/when you get the money. GC would get the Hecatomb to replace the Crushing Impact. GD would get Armageddon to replace the Obliteration (and the Gladiator's -res proc once you get enough recharge to not need the additional IO to run the attack string). All of the Serendipities would get replaced by LotG (+rech, Def, and Def/Rech or Def/End). Everything else remains pretty much the same.

    48.1% +def to all, endurance sustainable, enough DPS to take out an AV, and enough damage recovery to make taking an AV out feasible (though you'd still want to pack some greens just in case). It's got decent-to-good AoE capability too.
    Well, I've got one +global recharge LoTG, and I've got all the other types of LotG IOs already slotted (Def, Def/End,Def/Rech), I'd probably just keep those in. I'll keep this in mind for when I do get around to that respec trial.
  11. Hello scrappers.

    I recently returned to the game about a month ago, after a long period of inactivity. And I've been considering tweaks to one of my original characters (and my first 50 - my only other 50 is a Brute).


    Notes:
    1) I'd like to be able to take at least some AVs solo with him, without temp powers, and without inspirations if I can get away without those as well. However, with Kat/SR, and with my budget (reasonable but certainly not Purple/PVP IO level) that may be an unattainable goal.

    At the moment, he just doesn't put out enough damage to really dent many AV health bars. So even before survivability, I think he needs more damage. Admittedly, he does seem to put out decent AoE damage.

    2) So far I've been avoiding taking Aid Other/Aid Self on him, mostly because I hate how a 4.33 cast time eats into my attack chain. So what I've focused on recently with his free respec from the last issue is Health and Regen. Its hovering about 320% regen and 110% health just from enhancements. I also have +5% hit points from the +5 End/+5 hit point accolade, putting him at about 115% hit points. Or about 20 hp/sec regen.

    3) He's not end stable. This is after having just added the Performance Shifter End Proc.
    He'll last for a few minutes non-stop (say in the middle of agro-cap worth of 52 level bosses using 3 orange insps to stay up with the occasional green), at least long enough to take them all out, but he's close to bottoming out his end bar by that point. Elude is handy for putting that 0 end off by 3 minutes, but its not an ideal solution. Then again, I'm not sure how stable other level 50 scrappers are in the end department.

    4) Swift, Quickness, Sprint (and sometimes Elude) are my poor man's travel power. I probably should switch the SOs for IOs at some point. Originally they were SOs for when I exemplared down, but now I'm thinking I should use that new and shiny second build as an exemplar build (so I can put Divine Avalanche back in for example) and put the slots where they're more useful, on the low level powers. That can be a pure SO build for cost reasons (as well as better in the 1-20 ish level range). I still have fond memories of soloing the AV Dr. Vahzilok around level 14 or so many years ago because of that power.

    5) I'm thinking of grabbing another Achilles heel proc and sticking it in Gambler's Cut, maybe stealing the slot from Practiced Brawler. The one in flashing steel is great for AoE work, but when trying to solo AVs it might be handy to have it on an even faster recharging power.

    Basically, I'm looking for ideas once I16 goes live and I presumably get another free respec. Or I suppose I could actually go do a respec trial... I'd like to boost damage to the point where I could theoretically take down an AV solo, even if I might not have the survivability. However, I'm not willing to compromise on the soft cap. Improvements in end would also help on the sustainability front.

    Thanks in advance for any suggestions.

    The current build is as follows:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11)
    Level 2: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15), Achilles-ResDeb%(15)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(21)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 8: Agile -- Ksmt-ToHit+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Swift -- Run(A), Run(27)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Regen/Rcvry+(29), RgnTis-Regen+(31), Heal-I(31)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33)
    Level 18: The Lotus Drops -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(36)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(36), P'Shift-EndMod(36), P'Shift-End%(37)
    Level 22: Quickness -- Run(A), Run(37)
    Level 24: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Soaring Dragon -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40)
    Level 30: Combat Jumping -- DefBuff-I(A)
    Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 35: Evasion -- RedFtn-Def(A), RedFtn-EndRdx(43), RedFtn-Def/EndRdx(43), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(45)
    Level 38: Elude -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(45), GftotA-Def/Rchg(46)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(48)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/Rchg(50)
    Level 49: Web Grenade -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/Rchg(50), TotHntr-Acc/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit