EvilGeko's I9 BS/Regen guide: New ways to kill!


Culach

 

Posted

[u]BROADSWORD/REGEN GUIDE – ISSUE NINE – NEW AND BETTER WAYS TO KILL [u]

Issue Nine and LOOT!! WOOT!! Ahem.

A new feature of the guide is the EvilGeko’s Invention Origin ("IO") recommendations. IO recommendations are a bit different from the HO recommendations as they are available at all levels. So after the standard slotting recommendation, I give my IO recommendations where appropriate. IO recommendations are aspirational. What that means is that I don’t expect and you shouldn’t that it will be easy to obtain this stuff. This is just my “If I had all the enhancer I could ever want” kind of thing. Also, please note, these are the ‘best’ slotting you can make. I’m just not sure there is a ‘best’. These recommendations typically just show a good melding of HO/IOs for good effects.

Last thing: the slotting here presumes you’re going to mix and match my recommendations. In other words, you wouldn’t have enough slots to slot every power completely. Sorry, I don’t have a better way of presenting this information that I can do quickly and not get fired from my job.

This is a big update, so let’s get to it.

TABLE OF CONTENTS:

BROADSWORD
REGENERATION
RECOMMENDED POOLS FOR A BS/REGEN SCRAPPER


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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[u]BROADSWORD (Or I like seeing large orange numbers!) [u]

The broadsword set is amazing once it has been given time to grow into its own. This set is primarily a single target killer with acceptable cone and AoE potential. Broadsword has an inherent 5% accuracy buff on all attacks and an inherent defense debuff of 7.5% on all attacks except Parry (see below). Thus right out of the box it’s a very accurate set. This makes the earlier levels easier since you’re more likely to hit your foes.

On to the power analysis:

HACK – The bread and butter of the set. Hack is the power you take at level 1, no questions asked. Hack is classified as Heavy damage and what that translates into is that it’s the third most powerful attack in the set. The first and second most powerful attacks aren’t available until 32 and 26 respectively.

I hope that impresses you with the strength of this power. Get it, 6 slot it. It’s the old friend that will never let you down.

EvilGeko’s Happy Fun index:

Recommended slotting:

1-11 level: 1-4 accuracy Training Origin (“TO”) enhancers
IO recommendation: None (not worth it at this level)

12-21 level: two accuracy Dual Origin (“DO”) enhancers, four damage DOs

Alternative for Faultline players – If you’re a mutant, natural or magic origin, please replace this recommendation with SOs from Yin’s market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.

IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.

22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Mako’s Bite set in preparation for the below recommendation.

47+: Two Nucleolus exposure Hamidon Origins (“HO”); Mako’s Bite Dmg/End, Mako’s Bite Dmg/Rech, Mako’s Bite Acc/End/Rech, Mako’s Bite Lethal Proc

SLASH – Slash is a nice little power, reasonable recast, decent damage, single target. The problem is that it’s overshadowed by nearly every other power in the set. Every power has either more damage, hits more enemies, has status effects, etc. Slash is plain vanilla damage.

I do not recommend that this power be selected. There is a theory that selecting this power and respeccing out of it later lowers downtime. That is undeniable. However, I do not recommend planning for an eventual respec. After all the reason you’re reading a guide is to get it right the first time right?

EvilGeko’s Happy Fun index:

Recommended slotting:

1-11 level: 1-4 accuracy Training Origin (“TO”) enhancers
IO recommendation: None (not worth it at this level)

12-21 level: two accuracy Dual Origin (“DO”) enhancers, four damage DOs

Alternative for Faultline players – If you’re a mutant, natural or magic origin please replace this recommendation with SOs from Yin’s market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.

IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.

22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Mako’s Bite set in preparation for the below recommendation.

47+: Two Nucleolus exposure; Mako’s Bite Dmg/End, Mako’s Bite Dmg/Rech, Mako’s Bite Acc/End/Rech, Mako’s Bite Lethal Proc

SLICE – The first multi enemy hit, Slice is a moderate damage (slightly better than Slash) Cone attack. It does great damage and I recommend that it be your level 2 power selection.

EvilGeko’s Happy Fun index:

Recommended slotting:

1-11 level: 1-4 accuracy Training Origin (“TO”) enhancers
IO recommendation: None (not worth it at this level)

12-21 level: two accuracy Dual Origin (“DO”) enhancers, four damage DOs

Alternative for Faultline – If you’re a mutant, natural or magic origin please replace this recommendation with SOs from Yin’s market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.

IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.

22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Scirocco’s Dervish set in preparation for the below recommendation.

47+: Two Nucleolus exposure; Scirocco’s Dervish Dmg/Rech, Scirocco’s Dervish Dmg/End, Scirocco’s Dervish Dmg/Acc; Scirocco’s Dervish Chance for Lethal proc

BUILD UP – Your damage buff/to-hit buff, build up gives you 20% to-hit and 100% damage (off the base) to all your attacks for 10 seconds. I recommend Build Up without reservation, but you don’t have to have it at level 6. Pick it up when you get a chance.

EvilGeko’s Happy Fun index:

Recommended slotting:

12-47: 3 common recharge IOs (level 15+) (for PvP consider adding 1-3 to-hit buffs to the recharges)

Faultline recommendation: For science origin characters, replace the above recommendations with three recharge SOs from Yin’s Market.

47+: 3 Membrane Exposure

IO recommendations: No inventions sets are available for use by Build Up, use common IOs as noted above until you get HOs..

PARRY – Parry is a very low damage attack (less than Slash) that comes with a 15% melee, lethal defense buff. Parry is a remarkably powerful ability. As an attack it’s not so great, but it’s a great defense buff that just so happens to give you damage. I recommend this power without reservation.

EvilGeko’s Happy Fun index:

Recommended slotting:

8-11 level: 1-4 Training Origin accuracy enhancers.
IO recommendation: None.

12-21 level: two accuracy IO, 1-3 defense IO (15+ level)

Faultline recommendation: Magic: 1 Yin’s Acc SO; 1-4 defense IO. (If you’re wondering why no two acc. Well at this level, I can’t recommend that anyone fight +2-+3 enemies unless you’re very skilled. And if you’re that skilled, then you know darn well that you need two acc SO! )

22-47: two accuracy IO; two damage IO; two defense buff IO

47+: Two Nucleolus Exposure; One Membrane Exposure; Luck of the Gambler defense buff; Luck of the Gambler Def/Recharge; Luck of the Gambler +Recharge

CONFRONT – Confront is a single target, auto-hit taunt ability. If you’re interested in off-tanking this is a great ability. It can also catch runners, but running can catch runners so I can’t recommend this ability unless you’re interested in tanking for a squishy (Blaster, Controller, Defender) buddy.

EvilGeko’s Happy Fun index:

Recommended slotting: Base slot – Taunt

WHIRLING SWORD – The second of your AoE attacks, Whirling Sword is a point blank AoE attack that hits for moderate damage with a small damage over time component afterwards.

EvilGeko’s Happy Fun index:

Recommended slotting:

18-21 level: two accuracy Dual Origin (“DO”) enhancers, four damage DOs

Alternative for Faultline – If you’re a mutant, natural or magic origin please replace this recommendation with SOs from Yin’s market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.

IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.

22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Scirocco’s Dervish set in preparation for the below recommendation.

47+: Two Nucleolus exposure; Scirocco’s Dervish Dmg/Rech, Scirocco’s Dervish Dmg/End, Scirocco’s Dervish Dmg/Acc; Scirocco’s Dervish Chance for Lethal proc

DISEMBOWEL – The first of the two big hitters. Disembowel does great damage and has an EXTREMELY high chance of doing knock-up (75% chance). This power is great. Take it 6-slot it. It’s a charmer.

EvilGeko’s Happy Fun index:

Recommended slotting:

26-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Mako’s Bite set in preparation for the below recommendation.

47+: Two Nucleolus exposure Hamidon Origins (“HO”); Mako’s Bite Dmg/End, Mako’s Bite Dmg/Rech, Mako’s Bite Acc/End/Rech, Mako’s Bite Lethal Proc

HEADSPLITTER – Here’s our baby, Headsplitter is one of the most powerful single target ability in the game. Energy Transfer in the Brute and Tanker sets does more damage per hit, but those attacks have no AoE potential and have much higher recharges (20 sec. v. 14 sec.) and higher endurance costs. In addition, Headsplitter criticals more than your other Broadsword attacks (15% as opposed to 5%/10% with your other attacks). On a critical at the damage cap, Headsplitter just barely outshines those naughty Energy Brutes. In addition Headsplitter comes with a 60% chance of doing a Knockdown. You can make that a Knockback if you slot a KB enhancer (don’t unless you’re doing it for fun).

Plus the Scrapper’s melee modifier of 1.125 (Basically 112.5% of base damage compared to 75% for Brutes and 80% for Tankers) means that you’ll be one-shotting a large number of mobs ON A CRITICAL. This attack has a small cone, but it will take you time to learn to use it as an AoE. It’s easier to think of it as a single target, but if you get the mobs close together, let her rip. Another wonderful thing about Headsplitter is that it is a RANGED ability having a small range of 10. This is the reason to be a BS scrapper. It is wonderful. Is it possible to love some computer code? I think it might be.

EvilGeko’s Happy Fun index:

Recommended slotting:

32-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+

IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. Start collecting the Scirocco’s Dervish set in preparation for the below recommendation.

47+: Two Nucleolus exposure; Scirocco’s Dervish Dmg/Rech, Scirocco’s Dervish Dmg/End, Scirocco’s Dervish Dmg/Acc; Scirocco’s Dervish Chance for Lethal proc


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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[u]REGENERATION (Downtime is for sissies!)[u]

Regeneration is a fun powerful set. Regen gives you no downtime, type neutrality, and near complete status protection (in PvE). The Regeneration set has to be carefully managed as it’s now a click heavy, toggle light set.

On to the powers:

FAST HEALING –Fast healing is a .75 (75%) buff to your base regen rate. You regenerate 25% of your hit points each minute. Fast healing adds 75% to your base regen rate; it does not let you regenerate an additional 75% HP per minute. Unslotted Fast Healing takes your HP regen from 25% of your HP per minute to 43.75% of your HP per minute.

The formula for the buff is: .25 x (1+(.75x[1+sum of enhancers]))

The sum of enhancers can be checked on the enhancement screen making this formula easy to manipulate.

Unlike earlier guides, I think Fast Healing should be six slotted. Fast Healing is a passive healing power. That makes it a prime candidate for Invention enhancers. Especially, the added power enhancers that give you a whole new power in the form of an enhancer.

EvilGeko’s Happy Fun index:

Recommended slotting:

1-47: 3 common IO heal enhancers

IO recommendations:

47+: Numina’s Convalescence Heal/End, Numina’s Convalescence Heal/Recharge, Numina’s Convalescence Heal, Numina’s +recovery, +regen, Miracle +recovery, Regenerative Tissue +regen

Why this slotting? Well, first, I put all three of the unique healing IOs that provide new power effects here. Reason being is that as a passive, Fast Healing cannot be turned off, and so these effects will be permanent. After that, you’ll notice that I slot multi-attribute enhancers in Fast Healing although it only takes Healing. Well the reason is to get the set bonuses. Numina’s Convalescence has a number of really good set bonuses and most of them come early.

RECONSTRUCTION – Your primary heal. It heals 25% of your base HP total (before buffs) every minute. This is a great low level power that is needed from level 1-50.

The optimal slotting for reconstruction equally melds recharge and heals. Every other combination leads to less HP per minute. This is why I recommend the uncommon IO set, Doctored Wounds for this power instead of Numina’s Convalescence (which does not enhance recharge as much.)

EvilGeko’s Happy Fun index:

Recommended slotting:

2-11: Any TOs you can find between heals or recharges

12-47: three recharge IOs; three heals IOs 15+ level. If you pick them up at 15, replace them when you get to 22 with level 25 IOs.

Alternative for Faultline – If you’re a science origin please replace the recharge recommendation with SOs from Yin’s market until you’re able to get 25+ IO.

47+: Use the entire Doctored Wounds Set. I like this set as opposed to Numina’s because it maintains the recharge which, in my opinion, is extremely important for this power.

QUICK RECOVERY – This is the reason many people take this set. Quick Recovery is a 33% boost to endurance recovery. I could go through the math with you, but just take, 3-slot it, enjoy it.

EvilGeko’s Happy Fun index:

Recommended slotting:

4+: Three common endurance modification IOs.

DULL PAIN – This is a 40% HP buff which also heals you by an amount equal to 40% of your base HP. The heal portion can be slotted and each heal enhancer also increases the HP buff. I recommend six-slotting this power for recharge and healing.

EvilGeko’s Happy Fun index:

Recommended slotting:

10-47: three recharge IOs; three heals IOs 15+ level. If you pick them up at 15, replace them when you get to 22 with level 25 IOs.

Alternative for Faultline – If you’re a science origin please replace the recharge recommendation with SOs from Yin’s market until you’re able to get 25+ IO.

47+: Use the entire Doctored Wounds Set. I like this set as opposed to Numina’s because it maintains the recharge which, in my opinion, is extremely important for this power.

INTEGRATION – This is the most important power in the set. It is the linchpin of your set my student. Take it at 16. No later. There is no power available to you at 16 that is more important or useful to you. Integration is a 150% regen buff that also provides incredible resistance and protection to holds, disorient, sleep, immobilize and knock effects.

In Issue 9 the regen buff is only two-thirds enhanceable (100%).

EvilGeko’s Happy Fun index:

Recommended slotting:

16-47: Three Common Heal IOs

47+: Numina’s Convalescence Heal, Numina’s Convalescence Heal/Endurance, Numina’s Convalescence Heal/Recharge, Numina’s Convalescence Heal/Endurance/Recharge

I skip the last two slots because you have already used the unique in Fast Healing and the 5th Numina’s boost and resistance to holds, isn’t needed. By the way, if you really want that ranged defense boost from Numina’s, then feel free to take the Unique IO from Fast Healing and use it here so you can finish out the set.

RESILIENCE – Resilience provides a 7.7 MAG of protection to disorient as well as resistance to disorient effects and a 5.625% resist to Smashing and Lethal damage and a 7.5% resistance Toxic damage. This is definitely worth taking for the passive stun resists, although unless you’re going for extreme defense it need not be slotted. Like all four of the top Regen powers it is optional.

EvilGeko’s Happy Fun index:

Recommended slotting:

20+: 1 Steadfast protection Resist/+Defense enhancer

INSTANT HEALING – Instant Healing has been changed to a click with a ninety second duration. The healing stats were not changed. Instant Healing in this form is an optional power, but a very, very nice optional power. Instant Healing should be considered Regen’s 38 power.

EvilGeko’s Happy Fun index:

Recommended slotting:

28-47: three common recharge IOs.

47+: Use the Doctored Wounds set. Focus on Recharge first. If you six-slot this power (not necessary) then use the whole set.

REVIVE – Revive resurrects you every five minutes. However, your toggles are not turned on automatically and this power has a lengthy animation time. Thus if any enemies are around and you don’t have a team to back you up, you are likely to die again. Revive also protects you from additional exp debt for 30 seconds after use. Which is good, since you’ll probably die again unless there are no mobs around. Use inspirations instead, never take this power.

Now, the only caveat I would put on this, is that if you team a lot, then Revive can be useful to you if you have someone to guard your body. And for some people, Revive is just so thematic for a Regen that they want to take it. If that’s you, please enjoy.

EvilGeko’s Happy Fun index:

Recommended slotting: 1 common recharge IO.

MoG – The “Moment of Glory” is nothing of the sort. It is a three minute buff which first heals you to full then damages you by 75% of your current HP. Then for the next three minutes you cannot heal or regenerate any damage. In response you are provided a 71.25% resist buff to all but psionic damage and a 71.25% defense buff to all but psionic AND toxic damage; a 100% endurance recover buff and 17 MAG protection from hold; sleep; disorient; and immobilize effects.

At the termination of the three minutes you are left unable to regenerate for 15 seconds.

MoG is a HIGHLY situational power. Just know that going in. I’ve kept it in my build for years at level 49 simply to verify what I’ve just told you. MoG can be useful to hold on a few more seconds, but trying to last the full three minutes in the power fighting rarely works out.

EvilGeko’s Happy Fun index:

Recommended slotting:

38-47: 1 to 3 recharges; 1-3 defense buffs
47+: 3 Membrane Exposure

IO Recommendations: I don’t recommend using your slots here. One advantage of MoG is that it’s really almost as good as it’s going to be with its base slot.

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The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

[u]RECOMMENDED POOLS FOR A BS/REGEN SCRAPPER[u]

FITNESS

There is some thought that now that Instant Healing is a click and we have the endurance reduction that Stamina is not needed. That’s correct, Stamina is not needed. However it is still one of the most useful powers in the game. Also there is this view that you have to “waste” two powers to get to Stamina. That’s hogwash. Every power in the Fitness pool is inherent and additionally, they provide boosts that aid a Scrapper in doing their job. Health is no longer a negligible amount of regeneration. That boost helps and if you take Health, you could even three slot it. Swift and Hurdle make you more maneuverable without managing toggles.

I see no other convincing alternatives in the pools to Fitness. This is especially so since Inventions gives very good bonuses to slot into the passive movement powers. Health doesn’t benefit a Regen as much as other characters because you have Fast Healing to hold the unique Healing IOs. But it’s still able to do some interesting things.

For example, instead of slotting it with two-three heals, try slotting it with two of Numina’s Convalescence. This gives you a nice regen boost that’s better than three SOs in Health!!

VERTICAL TRAVEL POWER

I’m a Flier, but Leaping is a fine set that is superior in many ways. Especially with Combat Jumping being a very cheap way to get some defense set bonuses. But this is one place I’m not willing to sacrifice my concept.

My experience with Teleport on my Warshade suggests to me that it’s not really worth it unless you have a concept that requires it. That said take whatever vertical you like. It’s not a deal breaker.

SPEED

Hasten is an optional power now, with it no longer being perma. However, even more so that previously, it’s a very good power to take. It stacks well with the other recharge boosts you’ll hopefully be getting from inventions and so I suggest picking it up. Superspeed is a fine travel power that I would select for its stealth effect alone, especially now that the Stealth IOs stack with it for true invisibility.

CONCEALMENT

I previously recommended the Concealment Pool. I no longer do. The concealment pools has been basically replaced by the Stealth IOs. You could perhaps take it until getting a Stealth IO, but the superspeed is better for that. For PvPers though, Stealth and the Stealth IOs meld into true invis which is VERY nice since villains are not as blessed with +perception as heroes are.

FIGHTING

The Fighting pool could be selected for Tough. Tough fully slotted with give you about 17.55% Smashing, Lethal resists. With a well slotted Resilience you could wind up with 26% Smashing, Lethal resists. The problem is that I can’t find any place this really makes a difference. Against AVs it’s still not enough. In large groups if things are really going bad, you can back off and hit IH, Recon, or MoG.

IMO, Tough just doesn’t have the benefit to justify two power selections. Weave has been destroyed. It’s not worth the power selection with its 3.75% base. Skip it even if you get the Fighting pool.

Please note that this is specifically for BS (and Katana) Scrappers. With Parry, BS and Katana Scrappers have a very good mitigation tool already. Tough would just be adding extra uberness to that.

Also, the resist/defense set bonuses are available in other ways and I can’t see any reason from inventions for a BS/Regen to take it. Fighting is great if you want a max defense build, but that’s hardly necessary for a strong character.

LEADERSHIP

It’s all about the PvP here folks. Assault gives you a bit of damage, Maneuvers a bit of defense, but the real prize here is Tactics and it’s +perception. Vengeance will also be HIGHLY annoying to those naughty villains in Siren’s call (unless they have it too! )

One thing to note, is that the Leadership pool, doesn’t gain a lot from Inventions. Assault and Tactics take no sets at all, and there are better options than Maneuvers for defense. Vengeance takes a lot of sets, but few are tailored to it specifically, that you don’t already have.

Any comments or questions, please PM.

LEGEND for the Happy Fun Index:

<-- A power I love; the more the better
<---- A power I like; the more the better
<----- A power I don't like; the more the worse
<--- A disappointing power; the more the worse
------------------------------------------------------------------------


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

A very nice update, EG! Thanks so much for keeping this essential guide up to date. My BS/Regen is 22 now, and is my main solo character. Your guide has been a great help.

I haven't taken the time on Test to really check out all the IO's, so your suggestions will be a fantastic help when it goes live.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Nice work! I still am waffling about the whole fighting pool for my guy (see icon). I had tactics for a while and it wasn't much help soloing pve, picked up fighting, didn't really care much for that either.

What about getting Weave just so you have another defense power you can try to cram set IOs into?


 

Posted

Interesting guide, but perhaps you could add your total set bonuses from IO Sets.


Heroes
Dysmal
Lumynous
Sam Steele
Pluck
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Villains
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Posted

[ QUOTE ]
Interesting guide, but perhaps you could add your total set bonuses from IO Sets.

[/ QUOTE ]

The reason I didn't do this was because I steadfastly refuse to tell people EXACTLY how to build their character. Like I said in the introduction, there's no way to actually meet all my slotting recommendations.

I really like when guides don't just hand hold someone from 1-50. There should be some choices in there for the player to make. I want to create min-maxers, not FOTM followers.

Give a man a build, and he'll have one good character, teach a man to build and he'll be 1337!


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Good Stuff EG. My BS/Regen is 33 now and Headsplitter rules!

Almost as much fun as my first scrapper.


�The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion."

@Mr. Magnifico

 

Posted


ok here's my question(s):

can you get the set bonuses from the SAME set to stack?

ie: say you've got two powers with Doctored Wounds fully slotted out, since DW doesnt have any uniques this should be possible

but do you get the full effect of the set bonus stacking? (double the +res bonuses etc, 2x the rechg red, etc)

so like say if I had 2 full Numina's slotted out (although one would only have 5 slots because of the unique)

would you gain the full set bonus from one and the 5-slot bonus from the other?

if so, that's a lot of set bonus stacking

I mentioned this also because I see Mako's bite reccomended a lot for almost every melee dmg power, and btw, why'd you suggest Sirroco's Dervish for HS?

thanks again Geko, even though I've always loved your guides, I can't drop MA for BS, the kicks are just too cool (and I hate rerolling =P, but I've always been jealous of HS over EC, and totally think SK should be a small melee cone)


On the Care and Feeding of Your Scrapper (V2.0)
Martial Arts - A Comprehensive Guide

 

Posted

[ QUOTE ]

can you get the set bonuses from the SAME set to stack?

[/ QUOTE ]

Yes, up to five times.

[ QUOTE ]
I mentioned this also because I see Mako's bite reccomended a lot for almost every melee dmg power, and btw, why'd you suggest Sirroco's Dervish for HS?

[/ QUOTE ]

Headsplitter is a melee cone attack and takes PBAoE set enhancers. This also applies to Golden Dragonfly, Cleave and Shatter.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

A couple things about the final IO setups. For the click heals, you advise all of Doctored Wounds, which is certainly not a bad setup by any means. However, on my MA/Regen, I was actually planning on 5-slotting the heals - Numina Heal/End, Numina End/Rch, Numina Heal/Rch, Numina Heal/End/Rch, and Doctored Wounds Heal/Rch. After ED, this ends up being about 1% weaker for heal and recharge than the full Doctored Wounds set, and for set bonuses you're trading +5% Recharge, +1.26% Fire/Cold/Toxic/Psionic resist, and 2.2% Fear resist for +12% Regen, +1.88% HP, +2% Heal, and an extra slot to put somewhere else.

As for the single target attacks, that's almost exactly the slotting I was planning, but I was using the Dam/Acc/End/Rech Mako's Bite instead of the Dam/End one. About 8% weaker EndRedux and about 1% weaker damage, but about +10% better Acc and almost +20% better Recharge.


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Posted

Geko,

You recommend four damage SOs at 12-21 level for a few powers. Was this intentional? The reason I ask is that I thought the 4th enhancement is severely diminished in its percentage of enhancement due to ED. Usually I avoid putting more than 3 enhancements on antyhing.

Sir Kenneth


 

Posted

[ QUOTE ]
[ QUOTE ]
Interesting guide, but perhaps you could add your total set bonuses from IO Sets.

[/ QUOTE ]

The reason I didn't do this was because I steadfastly refuse to tell people EXACTLY how to build their character. Like I said in the introduction, there's no way to actually meet all my slotting recommendations.

I really like when guides don't just hand hold someone from 1-50. There should be some choices in there for the player to make. I want to create min-maxers, not FOTM followers.

Give a man a build, and he'll have one good character, teach a man to build and he'll be 1337!

[/ QUOTE ]

True, but perhaps just doing it to for one type of power or set might show the potential of stacking set bonuses.


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Posted

[ QUOTE ]
Geko,

You recommend four damage SOs at 12-21 level for a few powers. Was this intentional? The reason I ask is that I thought the 4th enhancement is severely diminished in its percentage of enhancement due to ED. Usually I avoid putting more than 3 enhancements on antyhing.

Sir Kenneth

[/ QUOTE ]

Those are the pre-SO levels. Four DOs or 20 and under IOs don't trigger ED heavily.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

[ QUOTE ]
A couple things about the final IO setups. For the click heals, you advise all of Doctored Wounds, which is certainly not a bad setup by any means. However, on my MA/Regen, I was actually planning on 5-slotting the heals - Numina Heal/End, Numina End/Rch, Numina Heal/Rch, Numina Heal/End/Rch, and Doctored Wounds Heal/Rch. After ED, this ends up being about 1% weaker for heal and recharge than the full Doctored Wounds set, and for set bonuses you're trading +5% Recharge, +1.26% Fire/Cold/Toxic/Psionic resist, and 2.2% Fear resist for +12% Regen, +1.88% HP, +2% Heal, and an extra slot to put somewhere else.

[/ QUOTE ]

The big reason I go with Doc Wounds is that the recharge reduction and resists are just a bit more valuable to me. The recharge boost helps not only your heals, but your attacks. That's very valuable to a BS Scrapper IMO. The +heal isn't as easy to leverage because Reconstruction doesn't benefit from set +heals, but it does benefit from recharge set bonuses. The resists, ever so slightly help with burst, but they aren't the biggest benefit.

Nothing wrong with the slotting you selected, the great thing about Inventions is that there isn't a 'right' answer that's always going to be right.

[ QUOTE ]
As for the single target attacks, that's almost exactly the slotting I was planning, but I was using the Dam/Acc/End/Rech Mako's Bite instead of the Dam/End one. About 8% weaker EndRedux and about 1% weaker damage, but about +10% better Acc and almost +20% better Recharge.

[/ QUOTE ]

Remember though that my Doc Wounds is giving me a 15% recharge boost from IH, and the heals. Also, I found that too much recharge was breaking up the fluidity of my chain.

Again, a preference to be sure.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

OK. Thanks!

Sir Kenneth


 

Posted

Darn it, as much as I proofread, there's still a typo in here.

Quick Recovery is a 30% recovery buff, not 33%.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

I think there is something about IO's and regen that confuses me, but I'm not sure what it is. (How is that for confused?)

Bonuses you can get from IO's:
+ maximum health
+ regeneration
+ healing

I think what I'm confused about is the difference between regen and healing. They are distinct game mechanics, but the ideas are mixed up in my mind. When I turn on Integration, that boosts my regen rate? But when I click reconstruction, that's healing, right? But some things are unenhanceable, or only partly enhanceable, I think.

Doctored Wounds, for example, has a set bonus of improving your healing. Does that affect integration, or dull pain, or reconstruction, or all of the above, or none of the above?


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Posted

[ QUOTE ]
I think there is something about IO's and regen that confuses me, but I'm not sure what it is. (How is that for confused?)

Bonuses you can get from IO's:
+ maximum health
+ regeneration
+ healing

I think what I'm confused about is the difference between regen and healing. They are distinct game mechanics, but the ideas are mixed up in my mind. When I turn on Integration, that boosts my regen rate? But when I click reconstruction, that's healing, right? But some things are unenhanceable, or only partly enhanceable, I think.

Doctored Wounds, for example, has a set bonus of improving your healing. Does that affect integration, or dull pain, or reconstruction, or all of the above, or none of the above?

[/ QUOTE ]

I was going to ask the same question, mostly about the concept of "Improved Heal". How important is this for Regen? Off the top of my head, only Dull Pain and Reconstruction would benefit from Improved Heal, but its my understanding that Reconstruction at the very least is unaffected by this Set Bonus because it is immune to external buffs/debuffs. So is the Improved Heal worth shooting for in Regen or are the +Regen and +Health benefts the only ones worth taking?


 

Posted

[ QUOTE ]
I think there is something about IO's and regen that confuses me, but I'm not sure what it is. (How is that for confused?)

Bonuses you can get from IO's:
+ maximum health
+ regeneration
+ healing

I think what I'm confused about is the difference between regen and healing. They are distinct game mechanics, but the ideas are mixed up in my mind. When I turn on Integration, that boosts my regen rate? But when I click reconstruction, that's healing, right? But some things are unenhanceable, or only partly enhanceable, I think.

Doctored Wounds, for example, has a set bonus of improving your healing. Does that affect integration, or dull pain, or reconstruction, or all of the above, or none of the above?

[/ QUOTE ]

The +healing improves Dull Pain, Fast Healing, Instant Healing and Integration. It's like having a global healing enhancer of 4% to all your healing powers.

Reconstruction is an exception. Reconstruction cannot be buffed or debuffed beyond your normal enhancers.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Thanks EG. So if the +healing improves integration, what about the +regen?


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

[ QUOTE ]
Thanks EG. So if the +healing improves integration, what about the +regen?

[/ QUOTE ]

OK, I know this is confusing, but the +regen IOs and set bonuses add a regen buff. They are like a separate power.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

[ QUOTE ]
[ QUOTE ]
Thanks EG. So if the +healing improves integration, what about the +regen?

[/ QUOTE ]

OK, I know this is confusing, but the +regen IOs and set bonuses add a regen buff. They are like a separate power.

[/ QUOTE ]

So Integration is a Heal and Fast Healing/Health is a Regen? That seems a little odd to me, I've always assumed Integration was a +Regen. Thanks for the info though, that makes the Improved Heal a little more attractive to shoot for. I wouldn't bother if it was just for Dull Pain.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Thanks EG. So if the +healing improves integration, what about the +regen?

[/ QUOTE ]

OK, I know this is confusing, but the +regen IOs and set bonuses add a regen buff. They are like a separate power.

[/ QUOTE ]

So Integration is a Heal and Fast Healing/Health is a Regen? That seems a little odd to me, I've always assumed Integration was a +Regen. Thanks for the info though, that makes the Improved Heal a little more attractive to shoot for. I wouldn't bother if it was just for Dull Pain.

[/ QUOTE ]

For the purpose of the +heal, they're all heals.

The +regen is a buff to the character's regen rate. The +heals are a buff to the character's healing and regen powers. I realized I wasn't complete in my post above and it's been edited to reflect everything the +heal helps in the Regen set. It also helps Health, but I didn't add that because it's not in the Regen set.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.