NeonPeon

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  1. Dasbert's build also inspired me... but in a very different direction. I wanted something far cheaper than 600 mil.

    The essence of Dasbert's build was to softcap smashing/lethal defense, then get as much recharge as possible. There are of course other factors, but those seemed to be the two main ones. This is mainly because a fire/kin has tools to enhance damage, endurance, health and the biggest limiting factor is how fast the powers come back so the button can be mashed again.

    Here is a super cheap build designed to handle level 50 AE boss missions. With all IOs set to MINIMUM level, it has 46% defense and 55% global recharge. Fissure should be spammed as often as possible, it is good damage, your AE control (your only AE control) and helps with recharge. This build could be improved in lots of ways, the stamina procs, Kismet +accuracy io, the steadfast +defense io, the health procs, switching to use the fighting pool with tough, replace the SO enhancements with IOs, use kinetic combats rather than smashing haymaker. All of these could be nice, but increase the cost of the build.

    BTW, the build is meant to run tactics while farming (for the accuracy bonus).

    I'm guessing that with patient bidding the cost of this build is somewhere between 10 and 20 million. Remember, that ANY level IO can be used, so take the cheapest one you can find.

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Rchg(43), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(50)
    Level 1: Transfusion -- Dct'dW-Rchg(A), Dct'dW-Heal(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(40), Nictus-Acc/EndRdx/Heal/HP/Regen(40)
    Level 2: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(23), Enf'dOp-Acc/Rchg(29), Enf'dOp-Acc/EndRdx(31), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Immob/Rng(34)
    Level 4: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(23)
    Level 6: Combat Jumping -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17)
    Level 8: Hot Feet -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/Slow(9), CtlSpd-Dmg/Slow(9), CtlSpd-Acc/EndRdx(13), CtlSpd-Rng/Slow(15), EndRdx(50)
    Level 10: Siphon Speed -- Acc(A), RechRdx(11), RechRdx(11), RechRdx(13)
    Level 12: Hurdle -- Jump(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Health -- Heal(A)
    Level 18: Hasten -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Speed Boost -- EndMod(A)
    Level 24: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(29)
    Level 26: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), EndRdx(50)
    Level 28: Acrobatics -- EndRdx(A)
    Level 30: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
    Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37)
    Level 38: Fulcrum Shift -- Acc(A), RechRdx(39), RechRdx(39), RechRdx(39)
    Level 41: Fissure -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(42), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), FrcFbk-Rechg%(43)
    Level 44: Rock Armor -- RedFtn-EndRdx(A), RedFtn-Def(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Seismic Smash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(48), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
    Level 49: Earth's Embrace -- RechRdx(A)
    ------------
    Level 1: Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 16.9% Defense(Smashing)
    • 16.9% Defense(Lethal)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 13.1% Defense(Melee)
    • 1.25% Defense(Ranged)
    • 2% Enhancement(RunSpeed)
    • 2% Enhancement(JumpSpeed)
    • 2% Enhancement(FlySpeed)
    • 3% Enhancement(Stun)
    • 2% Enhancement(JumpHeight)
    • 6% Enhancement(Immobilize)
    • 55% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 68.7 HP (6.75%) HitPoints
    • MezResist(Immobilize) 12.1%
    • MezResist(Terrorized) 2.2%
    • 8.5% (0.14 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.75% Resistance(Negative)
    ------------
    Set Bonuses:
    Enfeebled Operation
    (Ring of Fire)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Doctored Wounds
    (Transfusion)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Fire Cages)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Basilisk's Gaze
    (Char)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Combat Jumping)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Curtail Speed
    (Hot Feet)
    • MezResist(Immobilize) 1.1%
    • 2% Enhancement(Slow)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    • 2.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Rectified Reticle
    (Tactics)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Rectified Reticle
    (Vengeance)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Call to Arms
    (Fire Imps)
    • 2.5% (0.04 End/sec) Recovery
    • 15.3 HP (1.5%) HitPoints
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Transference)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Stupefy
    (Fissure)
    • 2.5% (0.04 End/sec) Recovery
    • 19.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Red Fortune
    (Rock Armor)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Smashing Haymaker
    (Seismic Smash)
    • MezResist(Immobilize) 2.2%
    • 11.4 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Smashing Haymaker
    (Brawl)
    • MezResist(Immobilize) 2.2%
    • 11.4 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)



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  2. Speed Force, I'll add a paragraph talking about the drawbacks of -tohit. Sarrate would you mind if I pull some of your charts in as well?
  3. Scrapper Willpower defense in I15

    With the ever increasing number of posts concerning "soft capped" willpower builds, I thought it would be helpful to consolidate some of the builds and tips. Since willpower is not a defensive based powerset, the use of IOs to achieve high defense is considered an extreme build and will involve tradeoffs. The focus of this guide will be a high defense willpower build with solid hp/regen and 6 slotted attacks. The compromises will be expense, recharge rate and possibly a travel power.

    For each type of defense, I will go over what I have found to be the least painful options to obtain that type of defense. If anyone who desires to "be presented with all the options", I suggest going to a COH wiki. This is intended to be a min/max build discussion. If I have overlooked a solid alternative, please let me know and I will include it. Once this has been polished (or hammered) enough, I'll submit it as a guide.

    Disclaimer: I have never soloed an AV, never had over 200 million in influence (ok, one guy did ask me to xfer a billion influence once, but I was honest and gave it to his alt... I was freaking out the entire time), I don't have any purples unless you count defensive IO enhancements and I have an undefeated PvP repuation of zero. I just enjoy crunching numbers and toying with my katana/willpower build in mids and I wanted to share some of my findings with others who enjoy tinkering with their builds. I make no claims of being an expert.

    The starting point

    Out of the box, willpower comes with two defensive powers: Heightened Senses and Indomitable will. Since high defense is a priority, I will assume that weave, combat jumping and maneuvers are taken in the build. I have seen some builds use stealth but I have not run the numbers to see the pros/cons of using stealth rather than one of the three other defensive power pool picks. For each of these powers, I will use numbers based on being slotted with 3 luck of the gamblers (7.5 recharge, defense and defense/endurance). While enzymes would free up a slot and use less endurance, the first two set bonuses of LOTG (hp and regen) are a perfect compliment for willpower's regen, and the +7.5 recharge will help reduce the sting of not having hasten.

    Using this slotting, the starting point for defensive numbers are:

    Heightened Senses: 3.9 v.s. smashing/lethal and 15.3 v.s. Fire/Cold/Energy/Negative
    Indomitable Will 11.8 v.s. Psychic
    Weave 5.9 global
    Combat Jumping 3.9 global
    Maneuvers 3.6 global
    Steadfast defense IO 3 global
    PvP IO 3 global

    In addition to the above numbers, I will be taking rise to the challenge's -3.75 to hit debuff into account and will use 42.5 as my target defense number. It is my understanding that AVs softcap at 42.5 anyways. For regular mobs, 42.5 is close enough that RTTC will floor their chances to hit. Even if you desire to reach a true 45% softcap, the slotting options discussed below are close enough to be worth reading.

    With these assumptions, lets take a look at how close we are to soft cap.

    Smashing/Lethal: 26.05 (18.95 remaining)
    Fire/Cold: 37.45 (7.55 remaining)
    Energy/Negative: 37.45 (7.55 remaining)
    Psionic: 33.95 (11.05 remaining)

    The numbers in parenthesies represents how much defense is needed from IO sets to achieve the 42.5 target. Many willpower builds chose to only max Fire/Cold/Energy/Negative (FCEN). This is because heightened senses provides a significant amount of defense to these damage types allowing a high defense against these damage types without great build sacrifices. I will begin with the FCEN damage types since they are the easiest to address.

    Fire/Cold
    Fire cold needed 7.55 more defense. The least painful approach in this area is to focus on using resistance sets. The Aegis resistance set provides 3.13 defense to fire/cold with 3 slots. Placing 3 Ageis each in High Pain tolerance, Tough and Mind over Body easiy achieves the 42.5% target I set (In fact it exceeds 44%). The opportunity cost for using this approach is actually quite low. These powers are all good power picks, and 3 slotting a resistance set in each of them is a resonable choice. The two slot bonus of 5% run speed helps if you had to skip a travel power. Strength of Will could also be slotted allowing enough overkill on fire/cold defense to compensate for missing something from the starting defensive numbers (such as the pvp defensive IO or one of the pool defense powers).

    Energy/Negative
    Energy/negative also needs 7.55 more defense. In my opinion, the PBAOE powers are the easiest way to get there. The Eradication set has a 3 slot bonus of 3.13% and Cleaving blow has a 3 slot bonus of 1.25%. Combined, they provide 4.38 Energy/Negative defense. Two PBAOE powers can be 6 slotted for 8.76% defense (again exceeding my target). The opportunity cost for doing this is once again, fairly low. The eradication set has a damage proc allowing the attacks to be 5 slotted for accuracy/damage/endurance/recharge and 1 proc. This is not an unresonable way to slot an attack power, especially since the 2 slot bonus for both sets helps with endurance. Even if a build had 3+ PBAOE powers, I would still lean towards slotting two of them with this configuration and use a purple set in the third (or use the third pbaoe slots towards psionic defense).

    --- The half way point ---
    So far, the high defense approach has not involved a huge amount of sacrifice. In fact, the opportunity cost has been low enough that high FCEN defense can be worked into most willpower builds. The remaining typed defenses are more difficult and involve greater sacrifice. One suprising finding was that some of the popular defensive sets actually are counter productive to a high defense willpower build. Specifically, I am refering to the guassian buildup set and the blessing of the zephyer travel set. These are both awesome positional defensive sets, but they are less useful for a typed defense build because the typed bonuses are cut in half, and FCEN was so easy to max that the bonuses in these areas are not a great gain.

    Lethal/Smashing
    Lethal/Smashing needs 18.95% defense to reach the goal of 42.5% defense. This is a lot, and the sacrifices typically are enough that many builds give up. The numbers are also big enough that many builders focus first on lethal/smashing and over look easy ways to cap FCEN defense. The two most slot efficient sets for lethal/smashing defense are Kinetic Combat (3.75% defense for 4 slots) and Rectified Recticle (1.88 for 2 slots). If five melee attacks are slotted with kinetic combat, that would provide 18.75 defense and be just shy of the target. This is not an accepatable approach for most builds. For me, the easiest approach was to slot kinetic combat into 2 primary attack powers (purple for the third), set mule boxing and brawl with kinetic combat and then use 3 rectified recticle sets (buildup, tactis and focused accuracy). The second approach provides 20.64 defense (again well over the target). The opportunity cost is much higher than the FCEN defense types. The two primary attack powers slotted with kinetic combat still have 2 slots for additional enhancements and/or procs. The painful part is "wasting" 8 slots and two power picks (tactics/focused accuracy). Remember that the toggles do not have to be running in order to receive the set bonus. The 3 slot bonus on kinetic combat is 1.5% health increase, which increases the willpower regeneration.

    Psionic
    Psionic needs 11.05 defense to reach 42.5%. I typically don't try for this in a build since willpower already has psionic resistance and I'm typically not willing to make more sacrifices after paying the cost to cap lethal/smashing. But if if someone was to pursue psionic defense, the apocalypse ranged purple set provides a 5% defense bonus for 6 slots (almost half way there!). Defestation (ranged again) has a 3.75% bonus for 6 slots, Scirocco's Dervish (pbaoe) has a 3.13% bonus for 6 slot, Miracle (heal) has a 1.88 bonus for 6 slots and Impervium armor (resistance) has a 1.88% bonus for 3 slots. It is quite possible to make a fully softcapped willpower build, but it would require a lot of ranged/pbaoe attacks.

    Summary
    High defense can make a huge difference in the surviability of willpower. Understanding how easy it is to softcap FCEN defense can allow a low cost build to specialize in AE missions with those damage types. Sacrifices are needed to cap lethal/smashing/psionic, but with the right sets the cost is not as high as most people assume. a willpower build can pursue high defense and still have room for purple attacks and enduance uniques. The sample katana build has enough recharge for gamblers cut to recharge in 1.33 seconds, enabling a solid attack chain. Like most other things in COH, there is no ultimate build... just choices and priorities.

    --- SAMPLE BUILDS ---

    Here is a softcapped FM/WP scrapper (original build by Iggy and tweaked by Speed_Force) from this thread http://boards.cityofheroes.com/showflat....0&fpart=all

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

    [u]Click this DataLink to open the build![u]

    Unknown: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), Heal-I(40), Heal-I(46), Heal-I(46)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), Empty(13)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43)
    Level 8: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(15), GSFC-ToHit/Rchg(15), GSFC-ToHit(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(36)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(37)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(25)
    Level 18: Fire Sword Circle -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(34)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 35: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+(46)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Def(43)
    Level 44: Maneuvers -- Empty(A), Empty(45)
    Level 47: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(48), Mocking-Rchg(48), Mocking-Taunt(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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    Here is a theoretical Katana/Willpower build
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Acc/Rchg(A), Hectmb-Dmg/EndRdx(23), Hectmb-Dmg(25), Hectmb-Dmg/Rchg(34), Hectmb-Dam%(34), Achilles-ResDeb%(36)
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Numna-Regen/Rcvry+(13), Numna-Heal/Rchg(17), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(29), Numna-Heal(50)
    Level 2: Flashing Steel -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(3), C'ngBlow-Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Dmg/Rchg(5), Erad-%Dam(7)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(13), RgnTis-Regen+(15), Numna-Heal/EndRdx(40)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(11)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), LkGmblr-Rchg+(39), LkGmblr-Def(39)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/EndRdx/Rchg(40)
    Level 18: The Lotus Drops -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-%Dam(23)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(40), EndMod-I(43)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- P'Shift-End%(A), EndMod-I(33), P'Shift-EndMod(37)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(43), LdyGrey-%Dam(43)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(37)
    Level 30: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Empty(37), S'fstPrt-ResDam/Def+(45)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(46), Empty(46), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dam%(48)
    Level 35: Maneuvers -- HO:Enzym(A), HO:Enzym(36)
    Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  4. [ QUOTE ]
    Why reroll? Well, unless you can provide me with a way to have two characters with the same name, I'm afraid that's going to be the why, sir!


    [/ QUOTE ]
    Use caps, substitute zero for a O, use a dash, add a space.

    I've dropped down to mostly 2 characters spread across about 12 different builds
  5. Nevermind, I've already improved the build quite a bit on my own. It seems I like tweaking builds almost as much (or more) than playing the game.
  6. High defense Kat/Wp is my favorite build. I was working on a positional version before I took a break from COH. When I came back, I found that the typed defenses seemed to work better with the new IOs.

    Since we're doing math and talking about my favorite build, I'd like to get some feedback on my version. With a pvp def IO and the -3.75 tohit from RTTC, it's pretty close to soft cap, but not quite there. This is still a work in progress, my next steps is to see if I can improve the attack slotting and find any ways to bump up the +hp/+regen without giving up ground on the defensive numbers.

    The blank spot in mind over body is for the pvp defensive IO, and the blank spot in golden dragonfly will be for the -resist proc. I have never used purples, so I probably don't have those slotted right either.

    Craig


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

    [u]Click this DataLink to open the build![u]

    Level 50 Technology Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(23), Hectmb-Dmg(25), Hectmb-Dmg/Rchg(34), Hectmb-Dam%(34), Achilles-ResDeb%(36)
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Mrcl-Rcvry+(13), Mrcl-Heal(17), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(29), Mrcl-Heal/EndRdx(50)
    Level 2: Flashing Steel -- Oblit-%Dam(A), Oblit-Dmg(3), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(7)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/Rchg(13), RgnTis-Regen+(15)
    Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-ToHit(11), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), LkGmblr-Rchg+(39), LkGmblr-Def(39)
    Level 10: Indomitable Will -- HO:Enzym(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17), HO:Enzym(33), HO:Enzym(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-EndRdx/Rchg(40), HO:Golgi(40)
    Level 18: The Lotus Drops -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(40), EndMod-I(43)
    Level 22: Health -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Regen/Rcvry+(37)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), EndMod-I(37)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), ExStrk-Dam%(43), LdyGrey-%Dam(43)
    Level 28: Heightened Senses -- HO:Enzym(A), HO:Enzym(33)
    Level 30: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), Empty(50)
    Level 32: Golden Dragonfly -- Armgdn-Acc/Rchg(A), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dam%(48), Empty(50)
    Level 35: Maneuvers -- HO:Enzym(A), HO:Enzym(36)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(46), HO:Enzym(46)
    Level 47: Weave -- HO:Enzym(A), HO:Enzym(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  7. I would like to see a dark meele/shield defense scrapper that has enough AE capability to be a reasonably good farmer. Soft capped defense and sustainable endurance. No limits on any IOs, build me a dream build