Claws/Regen pre-35 Guide
awesome guide - i also went for the straight build rather than something that would help me get to a respec.
Only minor points i would add - not in disagreement but rather in addition. YMMV.
Spin is a really, really good power in a lot of situations, and, unlike slash, is still highly useful post 18. leaving out DP until 30 (you'll have reconstruction) and using spin instead of slash is another possible direction that - to me - gives this build a bit more of it's true identity, which is versatility. slash would have made the 1-18 trip easier, as you say, but my way of looking at it was not only did i have spin in a pinch, (even for non optimal usage of it), but reconstruction is valuable for 27 levels, vs. slash's 17 levels of effectiveness. at some point, likely lvl 40-41 or so, I'll likely respec at that point, and swap out reconstuction for slash - simply for the def debuff which may be helpful in the 40's.
Now that SO's are avail at lvl 22 for end recovery, getting stamina 5 slotted by 25 (as you've done) is still a MAJOR priority, (otherwise you can't slot Evisc very well) - but actually filling those slot's with lvl 25 SO's isn't all that important if QR has all SO's at 22. as long as stam has 30's in all of them by 28, you're fine. (at 48k per lvl 25 end recovery SO, even if you don't agree, you have to admit it's worth testing, eh?)
focus...i don't know, like you, i have follow up 3 slotted (mines two acc, 1 to-hit... meh), and with one acc it seems fine... but i guess that's taste.
seriously though, my points are only ideas, and in no way disagreements - this is truly a great template, especially with respect to some of the trickier slotting issues that come up with this build. Stars for you!
Thanks - I needed this.
Get 6 slots in quick recovery before stamina, because QR is more effective at end regen.
Hm. There's a lot in there that I really think you can live without. It may make life harder, certainly, but not noticeably so.
I have a 40 claws/regen and I do not have Hasten (although I did have it until about 38; it was never Perma), I do not have fighting (and never have) and I didn't pick up Recon until 20, then got rid of it at 28. I also got by without Focus until 38, until I respecced into it.
Overall, my absolute favorite power which you don't have is Stealth. Yes, it eats End like crazy before you get end rec SOs, but it allows you to systematically strip mass spawns apart and deafeat it a little at a time. I've actually managed to single-pull using stealth and Follow Up.
i have strike, slash and spin currently. with the new anims, slash is a much faster attack. i also fully slotted out quick recovery, i have yet to get follow up for when i hit 16/integration
SO, is anyone going to update this guide for post-ED? Perma-haste no longer exists, and slotting is a bit more complex than it used to be. I dont know dookie about claws/regen, but I just started one and I'd like some advice.
new to the game and at lv 14(claws-regen) Is this guide still current and useful?
Not really, let's add in a few addenda.
Claws have changed a lot.
the recharge rates have been lowered, the end has been lowered, follow up is a valid part of your attack chain, the pbaoe can be used efficiently as a single-target attack due to the easy on the end bar costs, focus allows you to easily keep something permanently bouncing, hasten is almost useless in a claws build now, and it is not permable anyway, regen isn't the god it used to be, but with claws fitness becomes superfluous, and IO slotting and ED changes things so much that it almost feels like an entirely different game.
Claws-Regen is more of a brutal killer now than ever before, but it takes a lot more thought and planning than it used to as well.
I suppose I or someone like me should start a new claws/regen guide. This one is so old school it's almost useless.
OH great, and I've been following it to the T up to 17.
Please post a new one more applicable to today's game.
I would appreciate that.
We should have Lighthouse kill this guide since it's sooo out of date. Until someone writes a new one, here's a basic run up to 40, no hasten.
if you have mids her planner, paste this in for a decent guide up to ~40.
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</pre><hr />
and here's one with hasten.
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8$:6#7P>;T=2AZ4EL=N"(C[AA.]RI.93-+79N@XM8%B/>C130/-S-U(5(@9,4[1?';G9D?'@$)2+0+$
90Q\/ANW",`_7S0@W/7I,M:L\Q/N%U=%$<2-J953J84@M<(]K?S]TT.@8$)!.8+=Z\OUL8G,BEFOD>F
T@W5^9QWO&;A=O[&?O/.X8D08_PG$;-B7[*IK54LD=P/=R<3+V$OFI?"2>PE>2B^O?T.\,^9^)'@3X+
>"WPK>'A7X%T[_7ZC[$%O(?,R]7*Y^`M$4VP,
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</pre><hr />
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Here's a cut and paste of a post I did on the scrapper forum. Further questions might be best asked there due to the build being ideal for what I use it for and certainly others would make minor changes. The build is one with no IO set pieces outside of the one for run and that's only because I got it cheap. You could level this build with SOs, and/or common IOs and be perfectly fine 1-50.
I hit level 39, so I have 3 tohit buffs in Tactics. MoG would get slotted with recharge. Tough 1 end reduc, 3 dam resist. Weave is 1 end reduc, 3 defense. Boxing would be a token acc as I would never really use it.
[ QUOTE ]
Here's my Claws/regen at 38.
Strike: 1 acc, 3 damage
Slash: 2 acc, 3 damage, 1 recharge
Follow Up: 2 acc, 2 recharge, 1 damage
Focus: 2 acc, 3 damage, 1 recharge
Evis: 2 acc, 3 damage, 1 recharge
Shockwave: 2 acc, 2 damage
FH: 2 heal
Recon: 3 recharge, 3 heal
QR: 3 end mod
DP: 3 recharge, 3 heal
Integration: 3 heal
Resilience: 1 dam resist
IH: 1 recharge
Hasten: 1 recharge
SS: 1 level 40 Quickfoot(Run) because I got it on the cheap.
Hurdle: 1 jump
Health: 2 heal
Stamina: 3 end mod
Assault: 1 end
Tactics: 1 end
Evis is up for debate in taking it. I use it mostly for just AoE purposes. Hasten isn't "needed," but I have it for concept purposes and it nice to drop on a boss. I pretty much only solo so that's why certain powers are currently under slotted compared to conventional wisdom, ie IH with 1 slot. You could easily take two slots from Stamina and put them into IH if you wanted. The GvE jump pack is about the only sane way to do SS for travel. I could see putting off Leadership until later and then filling in MoG/Tough/Weave earlier.
[/ QUOTE ]
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)