Umbral

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  1. Quote:
    Originally Posted by OneWhoBinds View Post
    Yes... The faster the power recharges, the faster I can use it again. But WHY do I need to to recharge faster, if I'm already seeing it up enough?

    As I said, I've taken Hasten before, on other toons. And in every case, as soon as I hit SOs, it sits unused... no longer finding a situation where I need the recharge, and it is worth the crash.
    Echoing what Werner just said and what every other big time */regen Scrapper will tell you, if you don't need your clickies up faster, you're not doing crazy enough things.

    What is it with you and bringing up Hasten's "crash"? It's a loss of 15 endurance once every 2 minutes when it's perma for .125 end/sec. That's less endurance than you're using for Reconstruction. That's less than you're using for Integration. And what's even stranger, you're complaining about that 15 endurance once every 2 minutes on a build with Stamina and Quick Recovery! You cannot honestly be complaining about Hasten hindering you when you're packing both of those. If you see endurance problems from Hasten, it's not Hasten that's causing those.

    Quote:
    Is making Dull Pain perma really that big a deal? I never bothered on my other /Regen toons, and didn't see a problem.
    Yes. It is. Not only is Dull Pain a huge heal, it also makes everything else you've got more effective. Making it perma allows you to reliably expect roughly 50% greater contributions from all of your +regen than it would be otherwise along with having a greater ability to resist burst damage because you've got a significantly larger pool of hit points to get through in a short period of time.

    Quote:
    And, again, I'm sticking with Flight for my travel power.
    Flight and Hasten are in no way mutually exclusive. No one has even suggested that, as far as I know.

    Quote:
    Now, onto defense: How can you build a significant defense into /Regeneration? (Outside of MoG - that's a 15 second God Mode). I haven't really seen much for it - that's why I put slots in Resilience in the first place, to get some Resists in, at the least. Even then, between Resilience and Tough, all I manage is 27% S/L resist.

    What should I be shooting for, in regards to defense? Well, other than Positional Defense, that goes without saying...
    Obliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.
  2. Quote:
    Originally Posted by BrokenPrey View Post
    Short or long forum export
    Stick with short forum export. Long takes up more way space than is really needed, especially since most of the people that are going to check out the build are going to check it out via the data link or data chunk anyway.
  3. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    While I agree to most things Umbral said
    +HP is not pointless on regens imo, even on a perma DP build. Sure it might not be the top priority to go for, but it is still a big help. The longer you can hold off on hitting DP, the better shape you are in, I think.
    Of course, if you pack more +recharge, you're going to have a greater period of overlap between each application of Dull Pain meaning that you'll have the ability to hold off on activating Dull Pain until it's needed.

    Where +hp is concerned, you need to ask yourself a very simply question: what percent of the time will Dull Pain be down because only then will the +hp actually be doing anything. If it's less than 33% (re: SOs), you're better off simply ignoring +hp for set bonuses for set bonuses that will actually contribute a decent portion of the time because that +hp is only going to be doing anything for a tiny period of time.

    As to delaying the use of Dull Pain to actually access the heal, it's not difficult. Simply use Dull Pain before any of your other click powers. If it's up, wait until you're actually down ~1k hp and then click it.
  4. Stone Prison has a 1.2 power acc modifier. Combined with the 1.5 rank modifier, this means that your chance to be hit at the soft cap would be roughly 9% rather than the normal 7.5%.

    Also, it's ranged and smashing typed so additional AoE defense won't mean anything.
  5. Quote:
    Originally Posted by MoralisticFallac View Post
    I was fiddling with the accolades before saving the build, I had to borrow a buddies laptop to use mids, so I was messing around (I only run linux, so I never had the pleasure of using mids). I was aiming for near capped melee defense with 1 parry, maybe a little overkill for /wp I'm no expert. I didn't even think of putting 2 perf shifter procs in, must have slipped my mind.

    The budget is only limited by how much you're willing to work for it.

    Thanks for the help, I'm new to mids and designing "well" thought out builds, so I knew I was making mistakes.
    This is going to be a little off topic, but I'm actually glad you thanked me. Apparently someone got angry that I gave you the build I did (and the fact that it was price ignorant) and gave me some negative rep and a paragraph long diatribe on how I'm not helping anyone by posting the builds I make, especially since, apparently, I'm not explaining the reasons why I'm doing certain things with the build and ignoring cost.

    Edit: and apparently posting this made them go and do it again. Apparently I'm ruining the game by actually knowing how to play it effectively.
  6. Quote:
    Originally Posted by OneWhoBinds View Post
    And Hasten? Um... why? I've taken Hasten on several toons... and I either don't need to use it, or it ends up being detrimental (What good is having my powers recharged if I'm out of Endurance?) I'm nearing the 18 month mark with this game, and have yet to see why some people swear that Hasten is the Be all/End all power.
    Hasten is awesome because recharge is the be all, end all attribute of */regen's effectiveness. Of the 7 powers that increase your survivability from */regen, 2 of them are passives that are barely worth slotting (FH and Resilience) and the 4 most powerful of them are most greatly affected by +recharge (Recon, IH, Dull Pain, MoG). Of those 7, only one of them is actually worth enhancing and largely unaffected by +rech.

    Hasten isn't awesome. +Recharge is. Hasten just happens to be a really easy, highly effective route to that +Recharge.

    Also, if you're running out of endurance on an IO'd */regen, you're doing something wrong. Very wrong.

    Quote:
    I'll take a look into building in more +Regen and more +HP, and who knows? Maybe I'll get lucky, and find a way to work in one of the uniques.
    +HP is largely pointless if you actually build intelligently. Dull Pain and the +hp accolades will bring you to within roughly 50 hit points of the Scrapper hp cap, and you're going to get those 50 hit points through tangential slotting. The HP cap on a */regen Scrapper is a bygone conclusion.

    As to +regen, */regen has so much native damage recovery that adding more does so much less than adding some actual mitigation that it's largely pointless. You're better off padding your already impressive damage recovery with greater damage mitigation (re: +def). Besides, +Recharge does more for your survivability than the +regen set bonuses will anyway because it gives you more hp/sec via more Recon, Dull Pain, and IH and a larger percent of unkillable time thanks to more MoG.
  7. Well, the purple patch is going to reduce your damage by 52% before being further reduced by resistance so that's going to hurt you. I forget how many hit points a level 54 AV has, but I know that they've got more they regenerate more hp/sec than a level 50 AV. Assuming a regeneration rate of 105 hp/sec for a level 54 AV, you would need to be dealing 218.75 to stalemate. More would be required to defeat the target at all. Assuming roughly 27k hp (probably closer to 28-30k), with 250 DPS, you'd be taking nearly 14 and a half minutes to take down that AV, assuming you can keep it up for that long.
  8. Quote:
    Originally Posted by Shred_Monkey View Post
    But if you're soft cap'd.. you don't need that expensive toggle running.
    The question is whether it is better to go through all of the effort in order to achieve those last few points to the softcap or gain the small amount of additional endurance recovery that would allow you to run the toggle. Considering the costs of the attack string and the additional offensive and teaming benefits of the toggle in the first place, I would put my money on the toggle with endurance set bonus option being better.
  9. Quote:
    Originally Posted by Silas View Post
    Umbral: Thanks for the recharge help, I'll be looking into that. So am I understanding correctly that if I get .1% more defense I'm effectively softcapped? I'll aim to squeeze another full 1% though somewhere...
    Against almost everything in the game, yes. The only enemies that you wouldn't be softcapped to would be AVs that are higher than 50 because the tohit debuff would have to get through the purple patch and normal debuff resistance. A level 54 AV would only be affected by 2.37% -tohit (38 * .13 from level 54 AV resistance * .48 from purple patch) so you would still have some way to go.
  10. Quote:
    Originally Posted by Decoy Carbomb View Post
    I remember people asking for Spines customizations, and were basically told that it's a power customization and not a weapon modification like you could easily flip with BS, Kat, etc.


    So now that we're getting power customization, any word on changing spines to maybe some other models?


    *Sharp* quills would be excellent... Or even a "blank" one.
    BABs has already told us that we're getting several spine options with I16. I believe that Metal, Plant (re: what Thorns Assault uses), and Bone (re: what we currently use) are the three options, though I could be wrong. You should also be able to change the colors as you want for all of the options.
  11. Quote:
    Originally Posted by MaHaBone23 View Post
    Are you implying that we are "cheatyface math gurus?"
    I know he's implying I am. Maybe not you.

    Remember when you're figuring out how much +defense to slot that you're going to have Rad Infection running any time you're doing this. Against a GM (assuming it's a "level 50" GM), this means you're going to get roughly 5.7% -tohit through its debuff resistance. Add that on top of the 39.2% +def(ranged) that you're packing and that's 44.9% functional defense. Against a lower level AV (re: the DE GMs are 48), you're going to be getting 6.08% -tohit, so you will be at the softcap.

    As to the question of how to calculate recharges on non-perma +recharge buffs, it's actually pretty easy. Subtract the duration from the recharge while it's active. Divide this by that very same recharge. This will give you the percent of the power that still needs to recharge while the power is down. Multiply this number by the recharge time while the power is down. Add that number to the duration of the power and you'll have the recharge of it.

    Now, doing this to two powers simultaneously can get interesting, but it doesn't have to be, especially when they're powers like AM and Hasten which have the exact same duration and pretty much identical recharges. Assume that you activate them simultaneously and that the durations last the entire duration for the both of them. Because the durations stack for the entirety, you simply calculate while both of them are up and then while both of them are down. If you don't assume that they're activated simultaneously, you have to do several tiers of calculations wherein one is up and the other is down, vice versa, both are down, and both are up. Each tier is still the same method as before: determine recharge remaining from previous +rech state, convert to a percent of recharge remaining for the previous +rech state, determine new recharge time based on new +rech state, repeat at every change of +rech.
  12. Quote:
    Originally Posted by MoralisticFallac View Post
    Would I be able to pull off Parry-Disembowel-Headsplitter-Hack-Disembowel-Headsplitter without Parry dropping, I couldn't find activation times on redtomax... Maybe I'm blind...
    RedTomax has the activation times listed under "Cast". Of course, they're not Arcanatime normalized, so you still have to do some math there to get them completely accurate.

    • Hack: 1.33 base = 1.584 seconds
    • Parry: 1.33 base = 1.584 seconds
    • Disembowel: 1.8 base = 1.98 seconds
    • Headsplitter: 2.33 base = 2.508 seconds
    With the recharges listed in your build, you wouldn't be able to sustain that attack chain anyway since Headsplitter would need to recharge in 3.564 seconds (1.584 + 1.98) and, with Hasten up, recharges in 4.34 seconds. Not that you'd want to either since the attack string takes 12.144 seconds to cycle completely through, meaning you'd have slightly more than 2 seconds of Parry downtime at all times.

    You'd probably get better performance out of Parry>Hack>Dis>Headsplitter. It maintains better Parry uptime (130%) and is actually feasible for the recharge you're packing.

    As to the build itself, is there any reason why you didn't take all of the passive accolades (or even turn the one that you did have on)? You also seem to have split your focus between both positional and typed defense, which isn't really going to help you much seeing as they don't stack. Otherwise, it looks fine, but there are still a few tweaks I'd do to make it more optimized (though you would get better performance out of giving QR and Stamina the Perf Shifter treatment rather than giving only 1 out; remember, the Perf Shifter proc isn't unique).

    Assuming you've got a nearly unlimited budget (which isn't really out of the question considering the LotG +rech and other expensive items you brought into your build), try this on for size. Parry>Hack>Dis>Head against smash/lethal melee opponents, Hack>Head>Hack>Dis>Wait for e/n/f/c opponents. Endurance sustainable while running all toggles without needing CP. Strength of Will for dangerous situations (allowing you to cap s/l resist). ~18.25 sec downtime on Hasten.

    Two things to remember: the AH proc in Headsplitter is actually the Fury of the Gladiator proc and the Steadfast Prot in SoW is actually the Gladiator's Armor 3% +def IO. If you don't have the cash for either of those (both of them are crazy expensive last I checked), you can simply use an AH proc in Headsplitter and 3 piece Aegis (Res, Res/End, Res/Rech) in SoW.

    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: Broad Sword
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: High Pain Tolerance -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(9), Numna-Heal(11), Numna-Heal/EndRdx(11)
    Level 2: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15)
    Level 4: Slice -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(19)
    Level 6: Fast Healing -- Heal-I(A)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(23), LkGmblr-Rchg+(25)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), Zephyr-Travel(29), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(34)
    Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Rcvry+(36), Mrcl-Heal(36)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 24: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 30: Hurdle -- Jump-I(A)
    Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), Achilles-ResDeb%(34)
    Level 35: Health -- RgnTis-Regen+(A)
    Level 38: Stamina -- P'Shift-End%(A), EndMod-I(40), P'Shift-EndMod(46)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(48)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 49: Strength of Will -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  13. Here's an MA/Regen leveling build I made. It's a bit rough in the early levels (re: pre-18) because you've only got Storm Kick and Crane Kick to kick faces in with, but once you get CAK, it should get much nicer. It's got nice sustainable endurance, decent damage and should be pretty survivable. Anyone who has seen my other */regen builds will probably notice that I've eschewed +def in this build for +res(s/l). With the tiny amounts of +def possible, I figured that it wouldn't really contribute much so I simply elected for more QoL and +res powers.

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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Acc(A), Dmg(3), Dmg(3), Dmg(5), RechRdx(5), RechRdx(7)
    Level 1: Fast Healing -- Heal(A), Heal(7), Heal(9)
    Level 2: Reconstruction -- Heal(A), Heal(9), Heal(11), RechRdx(11), RechRdx(13), RechRdx(13)
    Level 4: Quick Recovery -- EndMod(A), EndMod(15), EndMod(15)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Crane Kick -- Acc(A), Dmg(17), Dmg(17), Dmg(19), RechRdx(19), RechRdx(21)
    Level 10: Dull Pain -- RechRdx(A), RechRdx(21), RechRdx(23), Heal(23), Heal(25), Heal(25)
    Level 12: Hasten -- RechRdx(A), RechRdx(27), RechRdx(27)
    Level 14: Super Jump -- Jump(A)
    Level 16: Integration -- Heal(A), Heal(29), Heal(29)
    Level 18: Crippling Axe Kick -- Acc(A), Dmg(31), Dmg(31), Dmg(31), RechRdx(33), RechRdx(33)
    Level 20: Focus Chi -- RechRdx(A), RechRdx(33), RechRdx(43)
    Level 22: Boxing -- Acc(A)
    Level 24: Tough -- ResDam(A), ResDam(34), ResDam(34), EndRdx(34), EndRdx(36)
    Level 26: Dragon's Tail -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), RechRdx(37)
    Level 28: Instant Healing -- RechRdx(A), RechRdx(39), RechRdx(39), Heal(46), Heal(48), Heal(48)
    Level 30: Hurdle -- Jump(A)
    Level 32: Eagles Claw -- Acc(A), Dmg(39), Dmg(40), Dmg(40), RechRdx(40), RechRdx(42)
    Level 35: Health -- Heal(A), Heal(50), Heal(50)
    Level 38: Moment of Glory -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 41: Stamina -- EndMod(A), EndMod(43), EndMod(43)
    Level 44: Focused Accuracy -- EndRdx(A), EndRdx(45), EndRdx(45), ToHit(45), ToHit(46), ToHit(46)
    Level 47: Resilience -- ResDam(A), ResDam(48), ResDam(50)
    Level 49: Super Speed -- Run(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  14. Quote:
    Originally Posted by Werner View Post
    Do you mean the one he made for Val Blademaster that Val soloed 4 AVs at once with?
    Werner, you and I better stop answering questions intended for the other or else people might think that there was something more to our relationship than simply crunching numbers on the Scrapper forums.
  15. Quote:
    Originally Posted by Santorican View Post
    I wouldn't suggest soft capping regeneration because you will have to sacrifice too much. I would shoot for 25% to all positions, and 60% or more in global recharge bonuses.
    I wouldn't suggest attempting to softcap */regen or */wp (unless you're packing a sword primary) simply because the costs to your damage capabilities are enormous. By eschewing every other set bonus and oftentimes taking suboptimal slotting for many of your attacks, you'll get pretty survivable, but your damage is going to be pitiful. If you're going to do that, you might as well just roll a Tanker.

    I play a Scrapper because I like to kill stuff. If I've got to hamstring my offense in order to achieve a certain level of damage mitigation (which isn't even needed for */wp and */regen simply because they're packing so much damage recovery) that's not really an option for me. First and foremost, I get myself a potent attack string and the slotting to make my enemies (and oftentimes allies) cringe when I rush into a group. Only after I've got that will I even think about cranking my survivability up to 11 (unless of course it's a concept build I have no intention of ever actually playing).
  16. Umbral

    Blaze Mastery

    Quote:
    Originally Posted by Kanto2 View Post
    Here's to hoping we get Consume to make up for CP's loss.
    We're not going to. It's in Fiery Aura so it's not going to be in Blaze Mastery unless they decide to change that one too (which I doubt since Consume is actually a power worth taking in a primary).
  17. Quote:
    Originally Posted by Bright_Shadow View Post
    On that note, how's Regeneration with Dark Melee? Is it able to stand toe-to-toe with AVs?
    *Looks at list of crazy things done with own DM/Regen over the years*

    Uhh... Yeah... If you're good with it, DM/Regen can keep on ticking when everyone else has fallen over and stopped twitching.
  18. Quote:
    Originally Posted by MsMisery View Post
    Sadly my experience is No, having both a dark/dark stalk and a db/dark brute in PvP the fear almost never hits a player more importantly if I try to get a tech even the spiders are seldom effected by the fear I love that shield makes the build worth it in the cool factor but its a fairly useless end drain I am considering dropping it all together and take the build in another direction and hope for the best.
    First off, punctuation is your friend. He gets sad when you ignore him to simply run on and on and on.

    Secondly, PvP and PvE are completely different beasts, especially when you're talking about mez effects wherein magnitude means nothing (the OP's question is one of stacking magnitude), durations are all normalized (re: severely shortened), and the targets are actually equipped with significant countermeasures.

    In PvP, CoF and Invoke Panic are most likely completely useless/redundant, but that's PvP. In PvE (where */DA tends to excel), either of the two will only take out minions but will stop anything not tougher than a boss when used together (and even those when the purple triangles are down). It's expensive, but it's remarkably effective, especially if you're using it within the context of a Scranktroller (Scrapper that acts like a Tanker and a Controller combined) build.
  19. Quote:
    Originally Posted by Progenesis View Post
    Thanks, mainly for teams I guess. Perhaps when I get conserve power and some end IOs, things will get easier.
    Eh, even those won't really deal with it. If you get it perma (~200% +recharge, 95% +hold; ~1.14 end/sec), that's going to be like having a second Dark Regeneration eating away at your blue bar on top of having the more expensive CoF option rather than the much cheaper OG. Considering the end woes that */DA generally runs into without relying on heavy fear use, you're going to make it a lot worse just to be able to fear bosses.
  20. Quote:
    Originally Posted by Progenesis View Post
    Thanks for responses in advance. I was wondering if the fear effects of these two would stack to effectively produce mag 4 fear.
    Yes, they would. It'll be crazy expensive to run it though. Invoke Panic is not kind to your blue bar.
  21. Quote:
    Originally Posted by Blackdragon1686 View Post
    Now my question to you, my scrappish colleagues. I'd like to squeeze Super Speed in since the character has always had it, and I'm quite fond of it. I also want vertical mobility and am DEFINITELY keeping Super Jump. Would it be unwise to switch kick and tough at 47 and 49 for Revive and Super speed? I could use the extra slots Shuriken or elsewhere, and Revive would definitely fit with the character's theme. I'm not sure if the loss of Tough would cripple the toon though. It does have an EXTREMELY high regen percentage after IOs and slotting.

    Thanks for the opinions! This is my original toon... I've respecced the poor gal so many times I've lost count.
    First off, Revive bad. It's like coughing up a power selection for the ability to generate an awaken once every 4 minutes. If you're dieing that often, you're building yourself wrong and playing your character horribly.

    Secondly, looking at that build made me hurt a bit on the inside. Barely any +recharge. Almost no +def. There is so much frankenslotting in that, I'm not even sure if that's supposed to be a leveling build or a budget endgame build. I'm also not even sure if it's suppose to be budget or not because I see some pretty expensive IOs in there (looking at you LotG +rech, Regen tissue +regen, Numina's, and those Apocs).

    To answer your question, don't get rid of the Fighting Pool. With the low damage mitigation numbers you're showing, Tough is going to be a godsend. Super Speed is a great power to take at the later levels though. I take it as the level 50 choice for many characters because it's a great way to fit in another BotZ set for 3.13% +def(ranged, AoE). If you want to get right of the Fighting pool, you'd be better off taking Resilience than Revive. At least Resilience will at least try to stop you from dying (and will allow you to use a wakie without being stunned after which is pretty much identical to Revive anyway).

    Here's a build that will get much better returns that the one I just saw (That thing nearly made me vomit. Really). Assuming you require Caltrops and Shuriken for concept reasons, this should work much better (MoG and Perf Shifter proc deal with the endurance issues as long as Maneuvers and Assault are off).

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Mrcl-Rcvry+(A)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(46)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Zephyr-Travel(33), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Regen/Rcvry+(27)
    Level 18: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 20: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33)
    Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(36)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(42)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
    Level 41: Caltrops -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46)
    Level 44: Shuriken -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
    Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Assuming you don't require either of those and are willing to actually go with the Body Mastery pool, this build will be even better. The open slot in Resilience is for the Gladiator's 3% +def IO.

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Mrcl-Rcvry+(A)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Regen/Rcvry+(27)
    Level 18: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33), Aegis-Psi/Status(33)
    Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(36)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(42)
    Level 30: Hurdle -- Jump-I(A)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
    Level 35: Health -- RgnTis-Regen+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  22. Umbral

    Regen Questions

    Quote:
    Originally Posted by Haz_Man View Post
    1) is it a good idea to take fighting for tough and weave in order to give myslelf a little extra defense, or should the heals be more than enough to keep me alive?
    Yes. Tough and Weave are incredible. While you're leveling, Tough more so and Weave less so. When you start IOing, Weave moreso than Tough. They're also some of most substantial damage mitigation you're going to be getting without IOs/friends. The advantage that DM/Regen has with taking Weave, which is why I suggest taking it even before IOs, is that unlike most other */regen combinations, you've actually got tohit debuffs to stack with the +def.

    Quote:
    2) some time ago another dark/regen told me that regens passive end recovery made it pointless to grab fitness cause you would not run out of end anyway, is that true or should i go for fitness as well?
    If you're using "passive end recovery" to simply mean QR, then your friend is a bit wrong. DM/Regen is no more expensive (and actually a bit cheaper) than most of the other powerset combinations (in SOs, */regen actually has lower costs than pretty much any other Scrapper secondary) and has Quick Recovery to further buoy its endurance sustainability so it's true somewhat. However, you'll still have problems with your blue bar if you ignore endurance slotting as most */regens are like to do while leveling.

    If you're using "passive end recovery" to mean anything available from your primary and secondary, then your friend was completely spot on. Slotted with 3 even level recharge SOs, Dark Consumption will be available once every 93.5 seconds (activation time included). Assuming that you actually use it to hit 4 targets every time (which isn't hard at all, especially if you're on a team or learn to herd up a bit), this means that you have to burn 1.07 end/sec more than your passive net end recovery (2.39 end/sec) in order to not have sustainable endurance. Considering that you're not going to have the recharge to run a crazy endurance intensive attack string, I find it highly doubtful that you'd run through 3.46 end/sec (and that's discounting the 22.45 end gain from using MoG which will be available every 2 minutes).

    Now, if you don't feel like counting on an activated power in order to be endurance sustainable, you could always go with Stamina, especially if you're like some and enjoy the QoL benefits of Swift and Hurdle (Health's +regen is pretty hard to notice amidst all of the +regen and self heals that */regen has available). I'd counsel against it though, simply because you're giving up 2 power selections for roughly the same benefit (DC is better if you can reliably hit 4+, Stamina is better if you can't or won't).
  23. Quote:
    Originally Posted by Cronocke View Post
    Hmm. I'm just not really sure if Leadership is worth it compared to Stamina? Umbral's build seems to be either-or, for example. Thanks for the play advice, though - should be real handy in groups once I get that alt at a higher level.
    Well, in the original draft of the build, I fit Stamina in. I took it out simply because I realized that it was largely redundant: Recovery Aura on such a fast recharge coupled with the substantive end redux slotting from all of the sets meant that it would be more than capable of running sustainable endurance without every having to touch Fitness.
  24. Quote:
    Originally Posted by Werner View Post
    I'd like to apologize, Smite King. I'm not sure why “cranky old man” Werner came out last night. Nothing you said deserved me going off like that. Sorry.
    I'm rubbing off on you Werner... I am turning you to the cranky old man side of the Scrap...
  25. Quote:
    Originally Posted by bAss_ackwards View Post
    Very much wondering what the 5th power will be for Body Mastery and Darkness Mastery. Hrm...
    I really hope that Body Mastery gets something like Stalker Soul Mastery Shadow Meld, though I could just as easily see that going to Darkness Mastery, though I predict Darkness Mastery will be getting Darkest Night. I'd prefer the Shadow Meld though. That power make me happy. I'd also love Dark Blast to get replaced by the much more effective and thereby useful Gloom or, at the very least, get the damage increased a bit to make it an attack that's actually worth getting again.