Dark/Regen LV 50 Respec advice
I've posted my basic "this is the build you should aim for" build here. I'm not feeling particularly catty because I just woke up so I'm not going to rip into you about creating a new thread when there's already one on the same topic on the same page.
Anyways, as to advice, depending on how deep your pockets are, I'd definitely suggest the Fighting and Speed pools, either the Leaping or Flight pools, and either Fitness or Stealth. If you've got the money to dump a lot of influence, follow the build I gave you. If you don't, take a few lessons to heart:
1. Recharge is awesome.
2. More recharge is even more awesome.
3. Even more recharge is even more, even more awesome.
4. Positional and global defense is great.
5. Resistance isn't too bad.
As to basic suggestions, Doctored Wounds sets are generally more useful than Numina's sets. The 5% +recharge is the entire reason. Touch of Death and Obliteration are awesome. Mako's Bite is pretty good too, but it gives you ranged defense which isn't as great as melee, since you're spending most of your time in melee anyway. The Steadfast Protection 3% +def IO and the Shield Wall 3% +def IO (the second is currently not in Mids, but is in game) is better for Resilience than the Aegis unique. The Aegis unique is just kinda special.
And, dear god, Midnight Grasp is an attack, not an immobilize or a set mule. You want to slot it as such. The fact that it can accept immobilize sets should never act upon your slotting.
You make a very good point about midnight grasp. I just got distracted by the idea of another 10% bonus to recharge time. I should go back and fix that.
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You make a very good point about midnight grasp. I just got distracted by the idea of another 10% bonus to recharge time. I should go back and fix that.
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I forgot to mention it, but the same logic should be applied to Siphon Life. It's much more important as an attack than it is as a heal, especially since you're already */regen, so you've got more than a bit of +heal and +regen (which a constant small heal like Siphon Life is more akin to). You can manage to red zone both healing and damage with frankenslotting, but more people nowadays are more interested in the extra 3.75% defense from the 6 piece damage set bonuses than they are from eking an extra 21 hp/sec from Siphon Life.
So, if I understood your advice correctly, you think it should look more like this?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(36)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(5)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 10: Dull Pain -- Numna-Heal(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Heal-I(13), RechRdx-I(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-Psi/Status(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Shadow Punch -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg(37), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 32: Midnight Grasp -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 35: Revive -- RechRdx-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Touch of Fear -- Abys-Dam%(A), Abys-Acc/Rchg(48), Abys-Acc/EndRdx(48), Abys-Acc/Fear/Rchg(48), Abys-EndRdx/Fear(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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So, if I understood your advice correctly, you think it should look more like this?
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Vaguely, but you're overslotting some powers and using pointless slotting elsewhere. You're better off putting the 5 pc Doctored Wounds into Dull Pain than Integration. Integration doesn't need all of that slotting. Put 3 Numina's into it. Smite and Shadow Maul don't need the 6th slot. Those set bonuses are [censored]. You'll also want the 6th slot in Dark Consumption and Soul Drain. Those 6 pc set bonuses are awesome. Also, if you're going expensive, you don't really need Shadow Punch. If you tweak your slotting (switch the slotting on MG and Smite to give MG a bit more recharge), you can manage the "most desired" attack chain of Smite>MG>Smite>Siphon. As it stands, you're going to need to drop some less effective Shadow Punches in there. I'd also switch out Revive for Combat Jumping or Hover at the least. The ability to slot LotG +recharges is awesome. You also vastly over slotted MoG's defense. Give it the LotG +rech, LotG def/rech, and 2 common recharge IOs. That's your optimal slotting.
Personally, I've found Touch of Fear to be less stellar than you'd actually think, especially considering that most of the time it just sits there unused. You could easily get another few points of defense by putting those slots elsewhere for other set bonuses. +Hp is also less than needed for */Regen. If you get the +hp accolades, you're only 32 hp shy of the cap and you can easily get that just from tangential set bonuses.
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You can manage to red zone both healing and damage with frankenslotting, but more people nowadays are more interested in the extra 3.75% defense from the 6 piece damage set bonuses than they are from eking an extra 21 hp/sec from Siphon Life.
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They are? Seems to me that there aren't many situations where an extra 3.75% defense to one position is going to do more for you than healing an extra 21 hit points per second.
Anyway, there's a good thread on frankenslotting Siphon Life here.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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You can manage to red zone both healing and damage with frankenslotting, but more people nowadays are more interested in the extra 3.75% defense from the 6 piece damage set bonuses than they are from eking an extra 21 hp/sec from Siphon Life.
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They are? Seems to me that there aren't many situations where an extra 3.75% defense to one position is going to do more for you than healing an extra 21 hit points per second.
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Well let's calculate it up a bit. 3.75% +def(melee) is equal to 7.5% reduction in incoming melee damage. To make the 2 quantities equal, there needs to be 280 dps coming at you. That's a reasonably small quantity, considering. Just a little something to think about.
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Personally, I've found Touch of Fear to be less stellar than you'd actually think, especially considering that most of the time it just sits there unused. You could easily get another few points of defense by putting those slots elsewhere for other set bonuses. +Hp is also less than needed for */Regen. If you get the +hp accolades, you're only 32 hp shy of the cap and you can easily get that just from tangential set bonuses.
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I disagree about Touch of Fear.
As a power I find it indispensable fo taking on Bosses, EBs and AVs.
The ability to quickly stack up fear effects means that you can essentially lock them down after a few seconds and once you have overcome their resistance you can effectively shut down their damage output.
Of course they can and will still hit you in retaliation but this gives you the option of just stopping damage and keeping them in the fear animation for a few seconds if you need to give your hit points time to regenerate after a few lucky hits on their part. The -tohit doesn't hurt either.
I find few things more amusing than watching an AV I am soloing do the "I'm so scared" animations.
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You can manage to red zone both healing and damage with frankenslotting, but more people nowadays are more interested in the extra 3.75% defense from the 6 piece damage set bonuses than they are from eking an extra 21 hp/sec from Siphon Life.
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They are? Seems to me that there aren't many situations where an extra 3.75% defense to one position is going to do more for you than healing an extra 21 hit points per second.
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Well let's calculate it up a bit. 3.75% +def(melee) is equal to 7.5% reduction in incoming melee damage. To make the 2 quantities equal, there needs to be 280 dps coming at you. That's a reasonably small quantity, considering. Just a little something to think about.
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Let's take your current build, which gets a Wernerscore of 943. If we add 3.75% melee defense, your score goes up to 1010. If we add 21 hit points per second instead, it goes up to 1044.
Although a reasonable first approximation, it isn't entirely realistic to assume that all incoming damage is melee, and that the character has no other resistance or defense. Resistance and defense act as a multiplier on the added regeneration, and damage other than melee limits the effect of the melee defense.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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I disagree about Touch of Fear.
As a power I find it indispensable fo taking on Bosses, EBs and AVs.
The ability to quickly stack up fear effects means that you can essentially lock them down after a few seconds and once you have overcome their resistance you can effectively shut down their damage output.
Of course they can and will still hit you in retaliation but this gives you the option of just stopping damage and keeping them in the fear animation for a few seconds if you need to give your hit points time to regenerate after a few lucky hits on their part. The -tohit doesn't hurt either.
I find few things more amusing than watching an AV I am soloing do the "I'm so scared" animations.
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If you need Touch of Fear to take on bosses or EBs, you need some help. They're cakewalk baddies.
The problem with it in AV situations is twofold: PToD and AV Resistance. The first means that you'll only notice the benefit of the effect for a third of the fight (and, even then, the AV is still going to be beating your face when you attack meaning that the mitigation is really only ~40%) and the second means that you're going to need to generate huge debuff numbers to see any meaningful benefit from it.
Number time!
Touch of Fear slotted for redzone tohit debuff (60%), each application is going to be worth 18.08% -tohit. With 180% recharge, you're going to be able to use it every 4.18 seconds (2.86 enhanced recharge + 1.32 Arcanatime activation). This means that, if you use the power and always hit, you're going to get an up time percent of 478%. The total sustainable debuff would then be 86.42% -tohit. That might seem like a lot, but level 50 AVs (the general AV soloing metric) have 87% debuff resistance, so the real contribution value of all of that debuffing is only 11.23% -tohit.
Either of these methods is going to severely decrease your damage dealing capability while applying it, which is why I say that it looks great, but the costs are oftentimes to great to outweigh the actual usefulness of it. Losing one-third of your attack string for a partial mez that is only even effective for 25 seconds every 75 and 11% -tohit isn't all great of a deal.
Thanks. I wanted to say something like this, but I was too lazy (and late for work) to do the math and write a big post. I had looked into Touch of Fear for my AV soloing, but ultimately decided against it.
Watching an AV cower would be awesome, though.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
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Thanks. I wanted to say something like this, but I was too lazy (and late for work) to do the math and write a big post. I had looked into Touch of Fear for my AV soloing, but ultimately decided against it.
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Way back when (re: I13 boofs), I ran with Touch of Fear for AV situations. It worked out decently, but completely killed my damage dealing capabilities. I could tank an AV with little to no effort, but it didn't contribute to tanking large groups or soloing AVs. I decided to ditch it because I'm a Scrapper. I'm supposed to go crazy and break stuff.
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Watching an AV cower would be awesome, though.
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It's hilarious. I've done it to numerous Praetorians (Tyrant included) and a number of the other AVs as well. Seeing Vandal cower in fear of my 5'4" physically unimposing Scrapper was hilarious, especially since all I was doing was waving my hand in front of him.
ToF is an excellent power for unusual situations. For example, I use it to gain the upper hand when surrounded by multiple targets who should all be getting very high defeat priority. Examples: faced with multiple high-level mezzing or debuffing LTs, one can basically be removed from action for a significant period of time while I defeat another, which might mean the difference in being mezzed due to stacking or crippled due to excessive debuffs.
I understand that folks here tend to have very focused builds, and sometimes these situations would just not threaten them anyway. For example if you have softcapped ranged defense, only Psi mezzes are going to offer the risk I mention above. However, such builds are an edge case so fine we could probably cut ourselves on it. For everyone else, ToF is a great power both for the mez and the Parry-like effect it can have on non-AV foes.
All that said, I agree that ToF really doesn't have much place in an AV sololing build. I would very much want it for "regular" PvE, but if I were building just for AVs (perhaps on a 2nd build) I would skip it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Yeah, to be fair, I've heard nothing but praise for it for regular play.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I'll be honest, my only reason for even SELECTING touch of fear is that the Invention Set I stuck in it gives a 6% recharge bonus instead of 5%, so it provides just a little bit more recharge while I'm trying to get my Dull Pain to a permanent status.
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I'll be honest, my only reason for even SELECTING touch of fear is that the Invention Set I stuck in it gives a 6% recharge bonus instead of 5%, so it provides just a little bit more recharge while I'm trying to get my Dull Pain to a permanent status.
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Considering how many slots you're wasting just to get that 6.25% +recharge bonus, you'd be better served taking some more slot efficient +recharge bonuses, like Stealth, Invisibility, Hover, Combat Jumping, etc. You don't even have to bother using them but you can simply have them in your build to provide 7.5% +recharge from the LotG +recharge IO. You'll get significantly more bang for your buck from them than you will from Touch of Fear.
I'm cooking up a change or two. hang on...
Would you think it should be more like this?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(36)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(5), Mrcl-Heal(21), RgnTis-Heal/Rchg(36), Numna-Heal(37)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 8: Siphon Life -- HO:Nucle(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), Heal-I(31), Heal-I(33), Heal-I(33)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13), Heal-I(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam(42), Aegis-ResDam/Rchg(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48)
Level 32: Midnight Grasp -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 35: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Would you think it should be more like this?
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Looks decent enough. You went the path of greater hp/sec (on the order of 37.7 hp/sec more than mine) but lower defense (on the order of 18% melee, 8% ranged, and 11% AoE less than mine). Something you're going to want to remedy is your slotting on Midnight Grasp. As it stands, you're MG has a recharge of 4.9 seconds, and it needs to be up in 4.488 seconds in order to have a gap free attack chain. Your best bet is to simply switch the slotting of Smite with that of Midnight Grasp (and put the proc in there rather than the Hecatombam, you'll get more out of it because you won't be going absurdly red zone).
Also, if you're going for a build as expensive as this, it's pretty much going to be assumed that you're going to have all 4 of the perma-buff accolades. You may want to turn them on so that you're not wasting that 6th slot in Dull Pain.
I'm not really familiar with proper accolades, to be honest. I'll definitely be working to get anything so valuable as that.
So you wanted me to swap it around like this?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dam%(36)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(5), Mrcl-Heal(21), RgnTis-Heal/Rchg(36), Numna-Heal(37)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 8: Siphon Life -- HO:Nucle(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), Heal-I(31), Heal-I(33), Heal-I(33)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13), Heal-I(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam(42), Aegis-ResDam/Rchg(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dam%(45)
Level 35: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
[ QUOTE ]
I'm not really familiar with proper accolades, to be honest. I'll definitely be working to get anything so valuable as that.
So you wanted me to swap it around like this?
[/ QUOTE ]
That's right. You'll also want to drop the last slot in Dull Pain. It's a mostly wasted slot because you're already nearly at the redzone for heal enhancement and more than 80 hp above the hp cap with perma-DP. Put it into either Soul Drain or Dark Consumption for a the 3.75% +def(melee) set bonus or put another slot into Resilience for the Shield Wall 3% +def IO (it's not in Mids yet but Mids is a bit behind the times).
If you're going for frankenslotting Siphon, you may want to tweak your slotting there too. The Accurate Healing IO sets are worth checking out. I don't really bother slotting it up for healing personally. I'd much rather get some more +def out of it.
So you would go more like this? I slapped a training origin in there as a placeholder.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Dam%(15), T'Death-Acc/Dmg/EndRdx(34)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(5), Mrcl-Heal(21), RgnTis-Heal/Rchg(36), Numna-Heal(37)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 8: Siphon Life -- HO:Nucle(A), Mako-Acc/Dmg(27), Mako-Dmg/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Heal(33), Nictus-Acc/Heal(33)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam(42), Aegis-ResDam/Rchg(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48)
Level 32: Midnight Grasp -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dam%(45)
Level 35: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), ResDam(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
[ QUOTE ]
So you would go more like this? I slapped a training origin in there as a placeholder.
[/ QUOTE ]
You still want to fix your MoG slotting. You're giving it redzoned +def and half of the +rech it needs when it already gives you more +def than you should ever need just to get some +hp (redundant because you're already permanently over the cap with perma-DP) and 9% +acc (which is probably of less benefit than shaving the recharge down to 66.8 seconds). I recommended this back in my third post.
Set bonuses are not always as beneficial as just getting good slotting.
Well based upon your advice, I am going to set this up as my 2nd spec and see how it works..
Mind you I don't have billions of influence to spend so I am having to go a cheaper route with non-epic sets.
It manages perma dull pain (which should put me 5 points below the cap) and leaves only 10 seconds of downtime on hasten.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
speed force: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- Acc-I(A), Dmg-I(3), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg(23)
Level 1: Fast Healing -- Heal-I(A), Heal-I(3), Heal-I(5), Numna-Regen/Rcvry+(40)
Level 2: Shadow Maul -- Dmg-I(A), Cloud-ToHitDeb/EndRdx/Rchg(5), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(25)
Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(25), RechRdx-I(31)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal/EndRdx(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(19)
Level 18: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(19), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-%Dam(42)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/EndRdx(50)
Level 24: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(46)
Level 35: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Petrifying Gaze -- RechRdx-I(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/Hold(43)
Level 44: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Whirlwind -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]4.88% Defense(Psionic)[*]10.5% Defense(Melee)[*]4.25% Defense(Ranged)[*]3% Defense(AoE)[*]6.75% Max End[*]75% Enhancement(RechargeTime)[*]8% Enhancement(Heal)[*]25% Enhancement(Accuracy)[*]5% FlySpeed[*]65.3 HP (4.87%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 10.2%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 6.9%[*]MezResist(Terrorized) 6.9%[*]4.5% (0.08 End/sec) Recovery[*]26% (1.45 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]8% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Now that I've hit level 50, I'm not sure what to do with myself. I can't figure out what pool powers are the best way to go, the ones in my sample build below are arbitrary, and right now I have Stamina. Suggestions?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(36)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(5)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(27), Nictus-Acc/Heal(27), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(33), Nictus-%Dam(33)
Level 10: Dull Pain -- Numna-Heal(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Heal-I(13), RechRdx-I(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- ResDam-I(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Shadow Punch -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg(37), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 32: Midnight Grasp -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(43), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(43), GravAnch-Immob(45)
Level 35: Revive -- RechRdx-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(50)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46)
Level 47: Touch of Fear -- Abys-Dam%(A), Abys-Acc/Rchg(48), Abys-Acc/EndRdx(48), Abys-Acc/Fear/Rchg(48), Abys-EndRdx/Fear(50)
Level 49: Resilience -- Aegis-Psi/Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit