Paradoxic

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  1. Ok, first off I will say that I have an Almost level 32 (31.7) claws/regen scrapper on the Training Room. I have also kept up to date with all the thoughts on these two power sets, both here in Scrappers and in Player Guides. Thus, I present a build with power and slotting choices from level 1 to 34. This has only one power choice (level 2) that could be useful to redo on a respec... but otherwise is as perfect as I could make it. Note: X -> Power (Y) indicates that at that level the player would put X slots into the given power to bring its slot total to Y.

    Level 1: Strike and Fast Healing
    Level 2: Slash [*1]
    Level 3: 2 -> Strike (3)
    Level 4: Quick Recovery
    Level 5: 2 -> Strike (5)
    Level 6: Hurdle [*2]
    Level 7: 2 -> Quick Recovery (3)
    Level 8: Follow Up
    Level 9: 2 -> Follow Up (3)
    Level 10: Dull Pain
    Level 11: 2 -> Dull Pain (3)
    Level 12: Haste [*2]
    Level 13: 2 -> Quick Recover (5)
    Level 14: Super Speed
    Level 15: 2 -> Haste (3)
    Level 16: Integration
    Level 17: 2 -> Haste (5)
    Level 18: Focus
    Level 19: 2 -> Focus (3)
    Level 20: Health
    Level 21: 2 -> Focus (5)
    Level 22: Stamina
    Level 23: 2 -> Stamina (3)
    Level 24: Boxing [*3]
    Level 25: 2 -> Stamina (5)
    Level 26: Eviscerate
    Level 27: 2 -> Eviscerate (3)
    Level 28: Instant Healing
    Level 29: 1 -> Instant Healing (2); 1 -> Eviscerate (4)
    Level 30: Tough
    Level 31: 1 -> Tough (2); 1 -> QR (6); 1 -> Stamina (6)
    Level 32: Shockwave
    Level 33: 2 -> Eviscerate (6); 1 -> Focus (6)
    Level 34: 2 -> Tough (4); 1 -> Instant Healing (3) [*4]
    Level 35: Resiliance OR Combat Jump OR Your choice [*5]

    *1 - If you do not take strike, you will be left with essentially 2 attacks until Focus at 18. IF you respec, then taking reconstruction here would probably be more useful.

    *2 - Three reasons for Hurdle here and Haste at 12. One is that Hurdle + Autojump is faster than simply running (which is good). Second is that Haste is not exceptionally useful from level 1 through 11. Third is that you only need to get 5 slots in haste before you get to level 22 (as 5 SOs are needed for pratically perma haste), thus you can spend the slots at the beginning prepairing for Perma Dull Pain, finalizing the majority of QR's slotting, and getting Strike up to near full power.

    *3 - You can take either of the fitness pool's first powers here... You just need to be certain it is one or the other.

    *4 - You may rather slot 1 into Integration instead of Instant Healing. This is necessary if your endurance is a bit behind and you want another endurance redux in integration. Otherwise, the 3rd IH slot would probably be best filled with healing. Alternatively, put it in Tough for damage resistance.

    *5 - At this point, you can diverge many different ways. All the major powers and slottings have been taken care of. You have perma Haste, perma Dull Pain, 40 some percent damage resistance from the 5 slots in tough, 6 slots in QR and stamina, and enough in IH to run it perminately. Some people go with CJ because of the 5% defense. Some go with resiliance for the added damage resistance and status effect protection (important post 35 when you start seeing more mobs with holding powers). There are also schools that promote the benefits of power pools like stealth and teleport. At this point, you should know your character well enough to decide.

    So now that you've seen the build and its ideas, let me explain a little on my reasoning. Haste is very important to scrappers, however it is my experience that its usefulness comes to full maturity later on (especially once you can get SOs). Therefor, I held it off until 12, but immediately got it 4 more slots. Dull Pain is the same way, though it proves useful as soon as you get it... the slotting comes earlier because at that time, it is the best use of those slots (5 in QR is not vital yet). QR needs 5 slots before Integration. All attack powers get slotted as fast as possible. Stamina and QR are at 5 by the time IH is reached, which is when you need them. They are both at 6 right after getting Tough, which is important given that tough is a toggle. IH gets a few slots as well in order to counter its endurance drain and up its healing power.

    Basically put, these were my goals:
    5 slots in Haste before 22
    3 slots in Dull Pain before 22
    5 slots in QR before 28
    5 slots in Stamina before 28
    5+ slots in Strike, Focus, and Eviscerate ASAP
    Super Speed at 14
    All claws attack power (except spin) as soon as available (ASAA)
    Dull Pain, Integration, and IH ASAA.
    Tough ASAA
    No respec necessary ever, all main powers taken and slotted correctly the first time.

    Suggestions for post 35: At least 4 slots in shockwave, 6 in Tough, 6 in IH, 6 in Haste, 6 in Dull Pain...

    Slotting ideas: These are the basic ideas for slotting the above powers. It is up to you as to the specific order... though, endurance redux is important for IH and don't forget you'll have perma-haste.

    Strike: Damage x 5, Acc x 1
    Fast Healing: Heal x 1
    Sprint: Endurance Redux x 1
    Quick Recovery: Endurance Recovery x 6
    Hurdle: Jump x 1
    Follow Up: Acc x 1, Two Hit Buff x 2
    Dull Pain: Recharge x 3
    Haste: Recharge x 6
    Super Speed: Run Speed x 1
    Integration: Endurance Redux x 2
    Focus: Damage x 4, Acc x 2 (it is a knockdown power, very important that it hits things that need to be knocked down)
    Health: Heal x 1
    Stamina: Endurance Recovery x 6
    Boxing: Damage x 1 (or whatever you want, really)
    Eviscerate: Damage x 5, Acc x 1
    Instant Healing: Endurance Redux x 2 (rest into healing)
    Tough: Damage Restance x 6
    Shockwave: Damage x 2, Acc x 1, Cone Length x 1 (some debate on this power, depends on your personal thoughts)