LF Help with a Kat/Reg build
5 piece Doctored Wounds (all but Heal/End) for Instant Healing, Reconstruction, and Dull Pain. 3 piece Numina (Proc, Heal, Heal/End) for Integration. Fast Healing shouldn't get a lot of slot loving because you're already packing in the +regen with everything else you've got and +regen doesn't really stack well. MoG should get the LotG +rech, LotG (def/rech), and 2 level 50 common recharge IOs. Resilience is best used as an IO mule for the Steadfast 3% +def IO and the Gladiator's 3% +def IO. QR gets the Perf Shifter proc, Perf Shifter End Mod, and a level 50 common IO End Mod.
6 piece Obliteration for your AoEs. 5 piece Crushing Impact for Gambler's Cut and Divine Avalanche, using the 6th slot for the Achilles' Heel proc and LotG +rech IO respectively. 6 piece Mako's Bite for any other single target attacks. Depending on whether you get Tactics or Focused Accuracy, you should either slot BU with 2-3 common rech IOs or 6 piece Gaussian's (give a guess which should go into Tactics/FA).
Here's a build that has performed historically well (ValBlademaster solo'd 4 AVs at once with it) and demonstrates a lot of what you should look into doing. It's expensive. You've been warned.
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
This is a pretty cheap build that works well for most things, but it doesn't have AV potential. Still, for everything else it manages nicely.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Endurance[*] (3) Crushing Impact - Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Endurance[*] (7) Achilles' Heel - Chance for Res Debuff[/list]Level 1: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal/Recharge[*] (7) Numina's Convalescence - Heal[*] (9) Healing IO[/list]Level 2: Flashing Steel <ul type="square">[*] (A) Obliteration - Damage[*] (9) Obliteration - Accuracy/Recharge[*] (11) Obliteration - Damage/Recharge[*] (11) Obliteration - Accuracy/Damage/Recharge[*] (13) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (13) Obliteration - Chance for Smashing Damage[/list]Level 4: Reconstruction <ul type="square">[*] (A) Doctored Wounds - Recharge[*] (15) Doctored Wounds - Heal[*] (15) Doctored Wounds - Heal/Endurance/Recharge[*] (17) Doctored Wounds - Heal/Recharge[*] (17) Doctored Wounds - Heal/Endurance[/list]Level 6: Quick Recovery <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (19) Performance Shifter - EndMod[/list]Level 8: Divine Avalanche <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (19) Crushing Impact - Damage/Endurance[*] (21) Crushing Impact - Damage/Recharge[*] (21) Crushing Impact - Accuracy/Damage/Recharge[*] (23) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 10: Dull Pain <ul type="square">[*] (A) Harmonized Healing - Heal/Endurance/Recharge[*] (23) Doctored Wounds - Heal/Endurance/Recharge[*] (25) Doctored Wounds - Recharge[*] (25) Numina's Convalescence - Heal[*] (27) Numina's Convalescence - Heal/Recharge[/list]Level 12: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (27) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 14: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (31) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Integration <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (31) Numina's Convalescence - Heal/Endurance[*] (31) Doctored Wounds - Heal/Endurance[/list]Level 18: The Lotus Drops <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (33) Scirocco's Dervish - Damage/Endurance[*] (33) Scirocco's Dervish - Damage/Recharge[*] (33) Scirocco's Dervish - Accuracy/Recharge[*] (34) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 20: Build Up <ul type="square">[*] (A) Recharge Reduction IO[*] (34) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 22: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 24: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (36) Numina's Convalescence - Heal[*] (36) Regenerative Tissue - +Regeneration[*] (36) Healing IO[/list]Level 26: Soaring Dragon <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (37) Mako's Bite - Damage/Endurance[*] (37) Mako's Bite - Damage/Recharge[*] (37) Mako's Bite - Accuracy/Endurance/Recharge[*] (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (39) Mako's Bite - Chance of Damage(Lethal)[/list]Level 28: Instant Healing <ul type="square">[*] (A) Recharge Reduction IO[*] (39) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 30: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (40) Endurance Modification IO[/list]Level 32: Golden Dragonfly <ul type="square">[*] (A) Obliteration - Damage[*] (40) Obliteration - Accuracy/Recharge[*] (42) Obliteration - Damage/Recharge[*] (42) Obliteration - Accuracy/Damage/Recharge[*] (42) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (43) Obliteration - Chance for Smashing Damage[/list]Level 35: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 38: Moment of Glory <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 41: Focused Accuracy <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 44: Tough <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (46) Aegis - Resistance/Recharge[*] (48) Aegis - Resistance[*] (48) Aegis - Resistance/Endurance/Recharge[*] (48) Aegis - Psionic/Status Resistance[/list]Level 47: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (50) Luck of the Gambler - Defense/Endurance/Recharge[*] (50) Luck of the Gambler - Defense[*] (50) Luck of the Gambler - Recharge Speed[/list]Level 49: Resilience <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
Thanks for the replies.
Umbral's build is very nice but very much out of my price range right now and I really prefer to have the AoE attacks.
Deformedballoon's build looks like a very good fit, I just need to find a way to alter it to get Super jump in there instead of Super Speed and still keep hasten
Currently I don't plan to take any of the Ancillary pool powers.
As something else to toss out there, here's what I'm using as my second build nothing but SOs. I thought I remembered some minor mistakes in it, but nothing is jumping out at me. No AoEs, so I'm not saying to use this build, just giving you some more input at the low cost end of the house.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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"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'm trying to open this build bu not having much luck, I'm not sure if it's the new forums or what. Any chance you could repost it?
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"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 confess I'm more used to slotting WPers, it looks a bit odd to my untrained eye. The focus on regen seems to be a bit sparse with so few slots in quite a few powers.
Only 530%? 31 HP per second? My WP scrapper was pulling 75 HP per second with one mob.
I see I'll have to dig into the /regen world and see what makes it tick.
Originally Posted by Kanto2
Only 530%? 31 HP per second? My WP scrapper was pulling 75 HP per second with one mob. I see I'll have to dig into the /regen world and see what makes it tick. |
Well WP and Regen are to different builds. They don't even play like each other. With Regen you don't care to much about HP per second, you care more about recharge and/or defense. Regen is now more of a click set, you have 4 click power to use. The more they are up the better. You don't need a lot of Regen when you have clicks heals to bring you back to full health.
Personally I'm still partial to maximum damage output and +Regen rather than scraping together a little mix of Defence or Damage resistance (which frankly /Regen doesn't need, and Katana/ even less so with Divine Avalanche to fall back on...) enough recharge for Perma-Dull-Pain is certainly nice to have though - about 55% Global Recharge with Hasten and Dull Pain properly slotted.
The build my own Kat/Regen is using is below, it's been tweaked to rely primarily on a GC-SD-GC-GD-GC-SOTW chain for ST damage (GC is the second highest damage-per-activation-time attack in the set when Procc'ed up), with FS/Lotus/GD for AoE damage and DA for defense (when double stacked, you'll be at the defense soft cap to lethal and melee typed damage).
It was put together a few issues ago. There was a guide kicking about on the EU boards which corresponded to the Proc slotting that I might repost at some point (GC is spammed so often that you'll virtually always have the -resist proc active on a tough-to-kill single target, and all the other non-Smashing/Lethal Damage Procs help out). These days it might be better to stick an Obliteration set (or at least five pieces of it) into Lotus or FS for the extra Damage/Acc/Recharge bonuses instead of the extra +Regen from Scirocco's Dervish.
The main damage mitigation comes from Perma-Dull Pain and all that extra regen... but you have DA, Instant Healing and MoG to fall back onto whenever you're fighting anything that can two-shot you.
I've killed all the AVs in the Preatorian arc with this build, and tanked several of them too. It is, however, expensive. Some Hami-Os, Two sets of Purples, four LOTGs and the three Heal Procs. A less costly option would be to just grab the Lady Grey Procs and dump an Achille's Heel in GC, then take Hasten and slot more inexpensive set IOs as-normal.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Yup, that's what I meant about needing to dig in a bit deeper into /regen. All WP has for itself is regen so it does need to be cranked up and the clickies heals from /regen would really make a difference.
Regen seems cool to me, something interesting and interactive at the same time. The horror stories of 'alive to dead in five seconds' do make me boggle though.
The thing I like about regen for me is... you never die simply because you've run out of other options. On so many other characters, I've used my heal, I've eaten all my inspirations, I know I'm about to die and all I can do is keep hacking away at the enemy or try to run and buy time... with regen I pretty much always have things I haven't used yet or something about to pop again if I can survive a moment longer. Granted, I sometimes die before I can manage to use them... but I never feel like I've run out of options.
my lil RWZ Challenge vid
Personally I'm still partial to maximum damage output and +Regen rather than scraping together a little mix of Defence or Damage resistance (which frankly /Regen doesn't need, and Katana/ even less so with Divine Avalanche to fall back on...) enough recharge for Perma-Dull-Pain is certainly nice to have though - about 55% Global Recharge with Hasten and Dull Pain properly slotted.
... I've killed all the AVs in the Preatorian arc with this build, and tanked several of them too... |
I'm not saying that I agree with every decision in the build I posted (Val Blademaster's build, designed by Umbral). My own Katana/Regen is sitting at about 800% regeneration and has low recharge, for instance, and like you, I can do some impressive things with it. But for maximum survivability, defense and recharge seem to be key, and passive regeneration seems to be quite a ways down on the list. If I were redesigning my build today (I'm currently using an I12 build), I would design it more along the lines of Val Blademaster's build, because my interest is in maximum survivability.
To put some numbers on it, my survivability spreadsheet gives your build a score of 1459 and Val Blademaster's build a score of 2236. The score is in proportion in some way to the amount of incoming damage that you can survive indefinitely. More specifically, it's in proportion to the amount of incoming damage that would on average make your hit points do a random walk rather than steadily moving up or down. It does, however, ignore the possibility that such a random walk will take you below zero, and thus is only a moderately effective predictor of survivability. For instance, since Regen's health probably fluctuates the most wildly of all the secondaries, it is probably the most overweighted by my spreadsheet. All that said, I think it's reasonable for at least comparing two relatively similar builds, such as two Katana/Regens. That is, in fact, why I created it in the first place for the fine tuning of my builds.
Anyway, what I'm suggesting is that Val Blademaster's build will survive about 50% more incoming damage than yours. I agree that Katana/Regen doesn't NEED that much more survivability for 99% of the game. So most of the time, yes, you might well get more out of more damage output. And you might not like clicking your heals, so +regeneration may just make life easier. And so on.
So I'm definitely not saying that your build sucks or anything like that. I didn't dig deep, but it looks decent enough. I'm just trying to make sure that people don't read into this for maximum survivability, I should go with +regeneration instead of +defense. It's usually the other way around.
"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
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I'm just trying to make sure that people don't read into this for maximum survivability, I should go with +regeneration instead of +defense. It's usually the other way around.
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Here's a quick thought experiment that demonstrates what I'm talking about:
Think of your survivability as the total area of a rectangle. Length represents your ability to recover from damage (+regen and heals). Width represents your ability to simply reduce the incoming damage (+res and +def). */Regen, having virtually no real damage mitigation but a boatload of damage recovery, is going to be arbitrarily assigned a length of 50 and a width of 5. You are then allowed to add a total of 10, divided any way you choose, to your length and width. Which will generate greater total area (survivability)? Adding to length (damage recovery) or width (damage mitigation). ((50 + 10) * (5+0)) = 300. ((50+0) * (5+10)) = 750.
No matter what I'm building, I operate under this idea. Damage mitigation is great, but, if you've seen any softcapped */sr without Aid Self or Health, you know they're going to die rather quickly. The inverse applies to */regen and */wp in the exact same way. The best way to ensure survivability is to stack both damage recovery and damage mitigation together as efficiently as possible in order to achieve as much survivability as possible. Since */regen is already dancing at the point where further damage recovery becomes redundant/severely diminished in effect without even considering IOs, it's better for overall survivability to get more damage mitigation (which is most effectively found via IOs in +def). With */sr, */sd, and */invuln (re: the mitigation based sets), once you cap out their mitigation capabilities (re: softcap defense), you're pretty much smoked unless you can actually find a mechanism to recover from what damage does come through.
Anyway, what I'm suggesting is that Val Blademaster's build will survive about 50% more incoming damage than yours. I agree that Katana/Regen doesn't NEED that much more survivability for 99% of the game. So most of the time, yes, you might well get more out of more damage output. And you might not like clicking your heals, so +regeneration may just make life easier. And so on.
So I'm definitely not saying that your build sucks or anything like that. I didn't dig deep, but it looks decent enough. I'm just trying to make sure that people don't read into this “for maximum survivability, I should go with +regeneration instead of +defense”. It's usually the other way around. |
The thing about Regen versus damage resistance/defence is flat-rate versus scaling mitigation. Regen on its own can cope incredibly well with anything up to a certain rate of incoming damage (via Health regen or clicks). But beyond that it can't cope and fails very quickly (these days the new MoG helps with this slightly, but for the most part the previous statement is still true). This "set rate of incoming damage" that regen can cope with can be raised slightly by slotting, and raised a lot by running Perma Dull Pain and grabbing the +HP accolades, but it still typically falls well above the standard level of damage you'll receive whilst soloing a normal mission, and well short of what you can expect to get from an AV. Resistance and Defence on the other hand work equally well against any level of incoming damage. There's no "sweet spot" (although there is the "unlucky streak" problem with defence, which a higher HP pool via Perma Dull Pain can help to mitigate).
With Katana (and to a lesser extent Broadsword) you have another tool though - DA/Parry. Whilst these days IO slotting can get you a lot of defence, 1) it's trickier to build for +Melee or +S/L than +Ranged, and Scrappers tend to be in Melee a lot. 2) You can already achieve softcapped Melee/Lethal Defence via two stacked applications of Divine Avalanche. Anything extra is superfluous. Damage Resistance can be stacked to get around 20-25% with both Tough and Resilience, but realistically you get better returns from Perma Dull Pain than this (region of +70% to 80% HP compared to +25% Resistance).
In any case, I'm probably preaching to the choir here, but the DA slotting in my build above lets me substitute it into my ST chain without losing that much DPS. GC-DA-GC-SD-GC-DA-GC-GD etc. So when facing AVs solo or "tanking" them, I'm defence softcapped to Lethal/Melee on top of all the Regen, my clickies and capped HP. And I'm nearly always staying toe-to-toe, so the defence is being useful. On normal missions or when there's a tank or extra buffs available, the extra mitigation isn't needed so I can switch back to all-out-DPS. In essence, for the 99% of gameplay where extra mitigation than /regen provides isn't needed, I don't bother with it... but for the 1% where it is (AVs, GMs, etc) I use DA. The result is that about the only thing I've ever had problems with tanking on the toon are GMs or AVs that rely on non-Lethal Ranged/AoE damage like Ghost Widow or Eochai. And I've got other toons that can manage that.
I appreciate that on paper the build looks as if it can't take as much punishment as a build that has extra +defence via set bonuses, or took "Tough". But in practice, the synergy between /regen and instant-softcapped defence via Divine Avalanche more than makes up for it, thus I went for extra +damage (mainly via procs) rather than +Defence. Had I taken a primary like Fire/, I might well have built much differently!
Gaining more HP/S is always the same though. It's useful and has no diminishing returns but when you have a lot of DPS coming at you nothing can beat exploiting the increasing returns of approaching the caps.
Something else I thought I'd throw out there is that to some extent on a Regen, +regen and +recharge accomplish equivalent things. Both give you more hit points per second. They're not exactly equivalent, but in Umbral's rectangle visualization, they both largely contribute to the length of one side of the rectangle and not the other. Moment of Glory being the big exception. And of course +recharge can be very useful for other things as well, such as attack chains. But on a Katana/Regen, not so much, as the defensive chain of DA-GC-SD-GC-DA-GC-GD-GC comes together at a mere 90% recharge.
I like your rectangle visualization, Umbral. Good way to think of it.
"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
Hello Scrappers. I have been away from the game for a while and have recently re-subscribed. Since returning I've been leveling a few new scrappers and learning about the IO sets.
One of my first scrappers was a katana/regeneration. The last time I really played him was before the changes to regen (my instant healing was still slotted with endurance reduction when I resubscribed). I have decided to finish leveling him to 50 and could use a lot of help with the IO sets he should use.
I don't plan to solo AVs or Pylons on this character. If he can street sweep level 50s and solo missions I'd be happy. If he can be a little better then that without going crazy on the influence even better.
He uses all attacks except sting of the wasp and has all regeneration powers chosen except revive. At 50 I'll be picking up weave.
Thanks in advance for any advice.