Help! (Katana/regen)


Aisla

 

Posted

Okay, people keep telling me its do-able, but I really see no way out for my character Shadow's Grace. With my healer I can more or less balance her out to be workable in I6, but my poor little scrapper is a mess.

Therefor, I challenge you, the katana/regen scrappers amongst us, to give me a workable build or suggestions to one, for I6. She is level 32, I am sure there are number-crunchers out there who might be able to give me the golden tips on how I can continue solo-ing a little, and make her workable for a team.


 

Posted

I haven't tried, but these are my suggestions based on my I5 build for Unthing.

Compulsary powers.
Integration 3 heals.
Fast Healing 3 heals.
Reconstruction 3 recharge 3 heal.
Dull Pain 3 recharge 3 heal

Then optional powers
Health 3 heal
Instant Healing 3 recharge 3 heal
MoG 3 defence 3 recharge ( I know you can't get this yet )

Bind Dull Pain and Reconstruction to convenient keys, use Reconstruction often. Use Dull Pain when you are over your head ( or be lazy and auto it ). I never got the hang of using click Instant Healing, but I know others did.

Also, from the katana side, get Build Up ( or equivalent ) and the parry one ( Divine Avalanche ).


@Unthing ... Mostly on Union.

 

Posted

I don't have a regen, but it's fairly simple. Heals should be 3x heal 3x recharge. Attacks 3xdam, 1x acc 2x recharge, Quick Recovery 3 slots end recovery, Stamina 3 slots end recovery. Reconstruction I'm not sure about though.


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

The Katan/Regen scrapper is a phenomonally powerful build imho. To the point where I had another katana scrapper of equal level batter my toon in the arena for several minutes and discovered that my toon was actually unkillable by him - despite some heavy damage attacks.
The upcoming nerf will primarily effect regeneration and quick recovery - health and stamina if you've gone completely overboard.
My end recovery is going to take a hit, no way around that, but some end reccs should sort that and my hp recovery will be compensated by slotting health to 3 and six slotting integration with heal and recharge reduction - which ultimately will be more use in a fight than the innate regeneration (but more end expensive).
What I am going to miss is my perma-dull pain which gave me tanker hps, but by replacing the recharge reductions with heals Ill make sure that when it is on it REALLY is on and it'll still be on a lot.

My scrapper is 36 and whilst I strongly disagree with ED I am unconcerned about the effects on my toon. The katana/regen scrapper will still be a very good combo.

I know you wanted numbers, but I don't deal in them and I have never looked at any build guides and never will. Messing about a little blind is part of the fun imho.


(\_/)
(O.O) Bunny: Our time is coming
(> <)

 

Posted

Agreeing with what others have said.

3 slot Fast Healing, Quick Recovery, Health and Stamina.
6 slot Dull Pain and Reconstruction, 3 Heal 3 RecRed
Intergration I'd say 3 Healing, 1 EndRed to deal with the lower recovery you're getting now, though we'd have to wait to see what the Global End Recovery is like.
As above, with attacks I'd say 2 Acc 3 Damage 1 EndRed, or if you're getting Focused Accuracy from the Body Mastery Pool 1 Acc, 3 Damage, 1 EndRed and 1 RecRed.

Hasten, I'm going 3 RecRed's with all my characters who have it. I think J worked it out as there only being 15 seconds or so difference with more RecRed's in, can't quite remember the numbers. When the Global End Reduction gets in, you may be able to replace the EndRed in your attacks with a RecRed in order to keep up attack speed during the downtime.


 

Posted

My thoughts on a build

Level: 50
Archetype: Scrapper
Primary: Katana
Secondary: Regeneration
---------------------------------------------
01) --&gt; Gambler's Cut==&gt; Rechg(1) Acc(7) EndRdx(9) Dmg(43) Dmg(45) Dmg(46)
01) --&gt; Fast Healing==&gt; Heal(1) Heal(3) Heal(5)
02) --&gt; Flashing Steel==&gt; Rechg(2) Acc(3) EndRdx(9) Dmg(11) Dmg(36) Dmg(37)
04) --&gt; Reconstruction==&gt; Rechg(4) Rechg(5) Rechg(7) Heal(27) Heal(31) Heal(31)
06) --&gt; Swift==&gt; Run(6)
08) --&gt; Divine Avalanche==&gt; Rechg(8) Acc(13)
10) --&gt; Quick Recovery==&gt; EndRec(10) EndRec(11) EndRec(15)
12) --&gt; Hasten==&gt; Rechg(12) Rechg(13) Rechg(15)
14) --&gt; Super Speed==&gt; Run(14)
16) --&gt; Integration==&gt; EndRdx(16) Heal(17) Heal(17) Heal(33)
18) --&gt; Health==&gt; Heal(18) Heal(19) Heal(19)
20) --&gt; Stamina==&gt; EndRec(20) EndRec(21) EndRec(21)
22) --&gt; The Lotus Drops==&gt; Rechg(22) EndRdx(23) Acc(23) Dmg(34) Dmg(36) Dmg(37)
24) --&gt; Dull Pain==&gt; Rechg(24) Rechg(25) Rechg(25) Heal(46) Heal(46)
26) --&gt; Soaring Dragon==&gt; Acc(26) Rechg(27) Dmg(29) Dmg(42) Dmg(43) Dmg(43)
28) --&gt; Instant Healing==&gt; Rechg(28) Rechg(29) Rechg(34) Heal(40) Heal(42) Heal(42)
30) --&gt; Build Up==&gt; Rechg(30) Rechg(31) Rechg(48)
32) --&gt; Golden Dragonfly==&gt; Rechg(32) Acc(33) EndRdx(33) Dmg(34) Dmg(36) Dmg(37)
35) --&gt; Revive==&gt; Rechg(35)
38) --&gt; Moment Of Glory==&gt; Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DefBuf(40)
41) --&gt; Air Superiority==&gt; Acc(41)
44) --&gt; Fly==&gt; Fly(44) Fly(45) Fly(45)
47) --&gt; Conserve Power==&gt; Rechg(47) Rechg(48) Rechg(48)
49) --&gt; Focused Accuracy==&gt; EndRdx(49) EndRdx(50) TH_Buf(50) TH_Buf(50)

Powers 41-49 are more nice to have powers so feel free to change them
The slotting order is probably a little off i'm still tweaking.

Standard Regen rate of 573% (1567% with IH active)


 

Posted

Heres the current build in using for Xiro, I find it works pretty well.

Archetype: Scrapper
Primary Powers - Ranged : Katana
Secondary Powers - Support : Regeneration

01 : Fast Healing hel(01)
01 : Sting of the Wasp dam(01) dam(3) dam(3) dam(5) dam(5) dam(7)
02 : Flashing Steel dam(02) dam(7) dam(9) dam(9) dam(11) dam(11)
04 : Quick Recovery endrec(04) endrec(13) endrec(13) endrec(15) endrec(15) endrec(17)
06 : Build Up recred(06)
08 : Swift runspd(08)
10 : Dull Pain recred(10) recred(17) recred(19) recred(19)
12 : Hasten recred(12) recred(21) recred(21) recred(23) recred(23) recred(25)
14 : Super Speed runspd(14)
16 : Integration hel(16) hel(25) hel(27) hel(27) hel(29) hel(29)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(31) endrec(31) endrec(31) endrec(33) endrec(33)
22 : Hover fltspd(22)
24 : Fly endred(24) fltspd(40) fltspd(42)
26 : Soaring Dragon dam(26) dam(33) dam(34) dam(34) dam(34) dam(36)
28 : Instant Healing recred(28) recred(36) recred(36) recred(37) recred(37) recred(37)
30 : Recall Friend endred(30)
32 : Golden Dragonfly dam(32) dam(39) dam(39) dam(39) dam(40) dam(40)
35 : Resilience Empty(35)
38 : Moment of Glory damres(38) defbuf(42) defbuf(45) defbuf(45)
41 : Focused Accuracy thtbuf(41) thtbuf(42) thtbuf(43) thtbuf(43) thtbuf(43) thtbuf(45)
44 : Reconstruction recred(44) recred(46) recred(46) hel(46) hel(50)
47 : The Lotus Drops dam(47) dam(48) dam(48) dam(48) dam(50) dam(50)
49 : Group Fly fltspd(49)



Obviously this isnt gonna work for Issue 6, Gotta swap around whats in each slot etc, Make it more "Diverse"

Plus you probably wanna swap out group fly and teleport, I only use those for Hamidon.


 

Posted

Dont slot health. Its a complete waste IMO. Im trying really hard to come up with a reason to slot fast healing and I cant really find it. It doesnt really add any protection. It just lowers your downtime. I'll bet you are gonna wait for build up or hasten or IH or MoG to recharge, and not just health.

Get either the fear powers from presence pool or whirlwind from the speed pool. It adds much more protection than a few slots in health or fast healing.

Put some buff acc on your build up. Nothing worse than missing with build up. Plus you get a chance to kill something even tho your debuffed or fighting one of those eluders.


A Paragon Defender

 

Posted

[ QUOTE ]
Ether, did you mean Sting of the Wasp as Power 1 instead of Gamblers Cut? SotW is the slash down, GC is the Zorro-esque attack that does less damage.

[/ QUOTE ]
Less damage but faster (by about 5 seconds), makes it good for chaining attacks.


 

Posted

[ QUOTE ]
Dont slot health. Its a complete waste IMO. Im trying really hard to come up with a reason to slot fast healing and I cant really find it. It doesnt really add any protection. It just lowers your downtime. I'll bet you are gonna wait for build up or hasten or IH or MoG to recharge, and not just health.

[/ QUOTE ]
The reason to slot fast healing is because a slot in Fast Healing is 75% as effective as a slot in Integration. In I5 we slot 6 heals in integration so in I6 we slot 3 in Integration and 3 in Fast Healing. 3 in Health may be diminishing returns and probably not worth it until later when you have slots to spare. A slot in Health is worth 40% of a slot in Integration.
So with 6 slots spent on Health, Fast Healing and Integration ( 3 each ) you have the equivalent of 5.3 slots in Integration at the cost of 6 extra slots. Without the Health slotting its the equivalent of 4.5 slots in Integration at the cost of 4 extra slots. In I5 6 slots in integration cost 5 extra slots.

[ QUOTE ]
Get either the fear powers from presence pool or whirlwind from the speed pool. It adds much more protection than a few slots in health or fast healing.

[/ QUOTE ]
I was going to get Whirlwind for Unthing, but that was a speedster thing. I've had it before and it was an end hog and was therefore not worthwhile, but as they reduced the end cost just after I5 release it might be okay.
[ QUOTE ]
Put some buff acc on your build up. Nothing worse than missing with build up. Plus you get a chance to kill something even tho your debuffed or fighting one of those eluders.

[/ QUOTE ]
I've never thought of that. Good plan!


@Unthing ... Mostly on Union.

 

Posted

hehe. I dont think you know why whirlwind is great Unthing. Its not the knock back/up/down or what ever it is. Its the fact that you arent rooted while attacking.

I have mine 3 slotted with end red and the cost isnt that bad.


A Paragon Defender

 

Posted

Btw I think whirlwind will be nerfed soon. Its too bloody good in PvP.


A Paragon Defender

 

Posted

[ QUOTE ]
01) --&gt; Gambler's Cut==&gt; Rechg(1) Acc(7) EndRdx(9) Dmg(43) Dmg(45) Dmg(46)
01) --&gt; Fast Healing==&gt; Heal(1) Heal(3) Heal(5)
02) --&gt; Flashing Steel==&gt; Rechg(2) Acc(3) EndRdx(9) Dmg(11) Dmg(36) Dmg(37)
04) --&gt; Reconstruction==&gt; Rechg(4) Rechg(5) Rechg(7) Heal(27) Heal(31) Heal(31)
06) --&gt; Swift==&gt; Run(6)
08) --&gt; Divine Avalanche==&gt; Rechg(8) Acc(13)
10) --&gt; Quick Recovery==&gt; EndRec(10) EndRec(11) EndRec(15)
12) --&gt; Hasten==&gt; Rechg(12) Rechg(13) Rechg(15)
14) --&gt; Super Speed==&gt; Run(14)
16) --&gt; Integration==&gt; EndRdx(16) Heal(17) Heal(17) Heal(33)
18) --&gt; Health==&gt; Heal(18) Heal(19) Heal(19)
20) --&gt; Stamina==&gt; EndRec(20) EndRec(21) EndRec(21)
22) --&gt; The Lotus Drops==&gt; Rechg(22) EndRdx(23) Acc(23) Dmg(34) Dmg(36) Dmg(37)
24) --&gt; Dull Pain==&gt; Rechg(24) Rechg(25) Rechg(25) Heal(46) Heal(46)
26) --&gt; Soaring Dragon==&gt; Acc(26) Rechg(27) Dmg(29) Dmg(42) Dmg(43) Dmg(43)
28) --&gt; Instant Healing==&gt; Rechg(28) Rechg(29) Rechg(34) Heal(40) Heal(42) Heal(42)
30) --&gt; Build Up==&gt; Rechg(30) Rechg(31) Rechg(48)
32) --&gt; Golden Dragonfly==&gt; Rechg(32) Acc(33) EndRdx(33) Dmg(34) Dmg(36) Dmg(37)
35) --&gt; Revive==&gt; Rechg(35)
38) --&gt; Moment Of Glory==&gt; Rechg(38) Rechg(39) Rechg(39) DefBuf(39) DefBuf(40) DefBuf(40)
41) --&gt; Air Superiority==&gt; Acc(41)
44) --&gt; Fly==&gt; Fly(44) Fly(45) Fly(45)
47) --&gt; Conserve Power==&gt; Rechg(47) Rechg(48) Rechg(48)
49) --&gt; Focused Accuracy==&gt; EndRdx(49) EndRdx(50) TH_Buf(50) TH_Buf(50)

[/ QUOTE ]

First off the only way to make up for Hasten is with atleast 2 recharges in attacks, which is actually better and let's you therefore chain better. Lose an end redux and give it an extra recharge. Gambler's Cut is [censored], get the other one which name eludes me, it'll cut into DPS.

Slots in Fly, I find are pointless. Those two slots could go in focused acc, that way you can happily remove accuracy from your attacks and put that end redux back in. I'd say don't even go into the Flight pool, Scrappers would be SO MUCH BETTER OFF taking another pool. For instance Fighting would be a MUCH better choice. No more perma dull pain, so the less you have to regen the better.

MoG caps defence vs everything without any Defence slots, I think. One resist would cap resist against everything. I wouldn't put so many slots in it, four tops (3 recharge, 1 res).

You gotta take Focused acc earlier too, to six slot it.

Foget Revive, take Resilience and carry awakens. You get extra resistance against a couple damage types, it hardley makes a difference but again the less you have to regen the better.

With ED I still couldn't find the will to slot Fast Healing or Health. Instead I reckon Laser Beam Eyes and Energy Torrent are getting those new slots.

Remember Lotus Drops could possibly be not a very good power for Aisla, she said she liked playing solo.


World of Jackcraft.

 

Posted

Hasten is still there, so putting in 2 recharge is over kill. The single one will get you through the hasten down time.

Sure Gamblers Cut doesn't do much damage but thats not what i put it in there for. Its primary role is a fast attack for interrupt and filling in the attack cycle when others are recharging.

MoG caps resist with one slot but DEF buffs take all you can especially if you intend to go up against +2 Bosses or AVs

With the ACC in each attack six slotting FA was a waste IMO

Revive vs Resiliance, they're both naff one or the other doesn't really matter. Revive to always be able to rez or Resiliance to reduce disorient time both work depends on your preference.

FH and Health hate slotting them but for any kind of post ED survivability you're going to need to.


 

Posted

[ QUOTE ]
hehe. I dont think you know why whirlwind is great Unthing. Its not the knock back/up/down or what ever it is. Its the fact that you arent rooted while attacking.

I have mine 3 slotted with end red and the cost isnt that bad.

[/ QUOTE ]

How many even enemies does it take to floor your endurance when standing next to them? Last time I checked it was about 2 or 3.

I know about the whirlwind root thingy but thats not why I want it. I want it to be like the Tazmanian Devil and use it as damage mitigation. As you say in your other post you think it will be nerfed. I agree with you.
I did a search on whirlwind on the US forums last night because I was trying to work out if it was now feasible as a scrapper melee power, but every post was about PvP and how 90% of every serious PvP team has it. Seems a bit lame to me.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
Hasten is still there, so putting in 2 recharge is over kill. The single one will get you through the hasten down time.

[/ QUOTE ]
I'd rather have no downtime than being half as good for a while

[ QUOTE ]
Sure Gamblers Cut doesn't do much damage but thats not what i put it in there for. Its primary role is a fast attack for interrupt and filling in the attack cycle when others are recharging.

[/ QUOTE ]
The one I shall refer to as Not-Gambler's-Cut is a quick animation too, and it does more damage, just cycles faster. With it you wont need a 'fill in' because you'll have No-Gambler's-Cut to do it instead.

[ QUOTE ]
MoG caps resist with one slot but DEF buffs take all you can especially if you intend to go up against +2 Bosses or AVs

[/ QUOTE ]
Yeah good point, for the Bosses that is. But for an AV idealy you wont take hits. Aisla said she like to solo and if you're a Scrapper with any kind of brain an AV wont hit you with anything other than an odd AoE.

[ QUOTE ]
With the ACC in each attack six slotting FA was a waste IMO

[/ QUOTE ]

By taking the Acc out of each attack and slotting FA instead, you're getting extra enhancement space for your attacks. So you can have which in my opinion is the optimal slotting - 3Damage, 2 Recharge and 1 end Reduction. Slotting for Accuracy is pointless. Plus Focused Accuracy lets you hit Rikti Drones/Other high defence mobs with ease, in PvP too with FA SR is a joke, but I suspect the Arena wont come into the Topic Creators mind.

[ QUOTE ]
Revive vs Resiliance, they're both naff one or the other doesn't really matter. Revive to always be able to rez or Resiliance to reduce disorient time both work depends on your preference.

[/ QUOTE ]

With Revive you're getting an awaken without Disorient. With Resilience you're getting Stun protection so you can awaken with no stun, and resistance. Plus it's a godsend against things like Carnies and Malta. The end sapping from these guys can toggle drop you and they're full of Stuns. In that situation you'll be using Revive to get up after you're dead, but with Resilience you'd be running to safety.

[ QUOTE ]
FH and Health hate slotting them but for any kind of post ED survivability you're going to need to.

[/ QUOTE ]

I don't think so, I mucked around on Test a little and was quite happily gunning through large mobs in Warburg with little to no difficulty. This was on an ED build without slotted Health and FH.


World of Jackcraft.

 

Posted

Wow, I didn't expect to get so much feedback! Thanks for that people! I'll have a look and try some builds out on test once I have her copied over with respec to see what works best for me. :-)


 

Posted

Since i couldn't play today like I had planned (maintenance break again!) I thought I'd post my planned kat/regen build. Idris is currently at lvl33. I haven't had the chance to test it out yet because character copy isn't working so suggestions are welcome!

Next on the agenda is I'll probably 3-slot fast healing and health and add some more recharges to attacks. Fitness pool is an addition I didn't have in i5.

Exported from version 1.5B of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Katana
Secondary Powers - Support : Regeneration

01 : Fast Healing hel(01)
01 : Sting of the Wasp acc(01) dam(3) dam(5) dam(7) recred(23)
02 : Flashing Steel acc(02) dam(3) dam(5) dam(7) recred(23)
04 : Reconstruction hel(04) hel(9) recred(15) recred(15)
06 : Combat Jumping jmp(06)
08 : Divine Avalanche acc(08) defbuf(9) defbuf(25)
10 : Dull Pain recred(10) recred(11) recred(11)
12 : Build Up recred(12) recred(13) recred(13)
14 : Super Jump jmp(14)
16 : Integration hel(16) hel(17) hel(17)
18 : The Lotus Drops acc(18) dam(19) dam(19) dam(25)
20 : Quick Recovery endrec(20) endrec(21) endrec(21)
22 : Hurdle jmp(22)
24 : Health hel(24)
26 : Soaring Dragon acc(26) dam(27) dam(27) dam(29) recred(29) recred(31)
28 : Instant Healing recred(28)
30 : Stamina endrec(30) endrec(31) endrec(31)
32 : Golden Dragonfly acc(32) dam(33) dam(33) dam(33)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)


 

Posted

I disagree with not slotting fast healing - we're scrappers and not supposed to stand toe-to-toe with bad guys, but to move around looking for where we'd be most useful. Sometimes that's at the front beside the tanker, sometimes its at the back helping the squishies. Therefor imho movement powers (not to be confused with travels powers) should be part of the build.
This means a good scrapper, if things aren't go his way, can pull himself out of a fight and to safety and give his regen a chance to do its job. Fast healing does indeed minimise downtime, but sometimes downtime is DURING a fight and needs to be minimised.
Perhaps thats not always apparent. I've lost count of the number of scrappers I've seen fighting as if they were tankers which ultimately leads to face planting.


(\_/)
(O.O) Bunny: Our time is coming
(> <)

 

Posted

[ QUOTE ]
Revive vs Resiliance, they're both naff one or the other doesn't really matter. Revive to always be able to rez or Resiliance to reduce disorient time both work depends on your preference.

[/ QUOTE ]

Resilience is one of the most important powers you can have. Since I've had it I've never been disorientated, stunned, held or knocked back. My toggles have never been knocked off. To be honest I'm amazed its survived the various rounds of nerfing.


(\_/)
(O.O) Bunny: Our time is coming
(> <)

 

Posted

[ QUOTE ]
[ QUOTE ]
Revive vs Resiliance, they're both naff one or the other doesn't really matter. Revive to always be able to rez or Resiliance to reduce disorient time both work depends on your preference.

[/ QUOTE ]

Resilience is one of the most important powers you can have. Since I've had it I've never been disorientated, stunned, held or knocked back. My toggles have never been knocked off. To be honest I'm amazed its survived the various rounds of nerfing.

[/ QUOTE ]
Integration does all that. But even Integration can be knocked off under certain extreme cases.

Resilaince only provides Disorient resistance. Effect resistance is not the same as protection. Protection stops effects from working in the first place, resistance only reduces the amount of time those effects will last on you.

Integration offers protection and resistance, making it harder to stack holds on you. But thats getting further into it than we need


 

Posted

Not really a katana user, but from Damia, I've picked up a few things about regen, along the way. I'd have to say that Divine Avalanche is your best friend right now, though. Regen's always been a "if I can keep them from hitting me, I can heal" kind of deal, now more than ever. Revive I've found to be mostly pointless, but maybe with the increased likelihood of faceplanting, it'll creep into more builds to reduce downtime and costs. Hasten I'm still debating, but I'm experimenting doing without it.


Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

I shall be taking Revive on Jason, but that's a concept thing, it has next to no practical use.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

Me too. It fits the concept so well that I just can't not take it.

It does free up at least one inspiration slot though

Idris