Katana/Regen ...looking for advice for my template


Earthdawn

 

Posted

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I definitely feel 2 recharges are worth it for SD and GD

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I have one in my main attacks and I use the following attack chain:

GD-DA-SD-SotW-DA-repeat

There's no gap that's worth bothering with. I will swap Lotus Drops for Sting if Lotus Drops is up and I have multiple targets. The repeat rate on DA is enough to get overlap, so you can expect pretty good +Def.

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In I7 it might not be worth it to slot for defense anymore.

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Why? If anything, I'd rather have more defense than less.


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

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In I7 it might not be worth it to slot for defense anymore.

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Why? If anything, I'd rather have more defense than less.

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In I7 I will probably be slotting it 1xDefBuff, 1xDamRes and 3xRecharge (although that is subject to testing). I *believe* it will actually cap on it's own with the defence changes but I always like to go over the top just in case eg. if you manage to activate it in the vicinity of a -def mob that you didn't realise was there.


 

Posted

Um... the defense 'cap' for scrappers is about 500%. They used to say there was no defense cap, but apparently there is, it's just very high.

Might be 400% for scrappers and 500% for tanks. it's something stupid.


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

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Um... the defense 'cap' for scrappers is about 500%. They used to say there was no defense cap, but apparently there is, it's just very high.

Might be 400% for scrappers and 500% for tanks. it's something stupid.

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Heh, I meant 'cap' in that it will cap your defence against mobs, or floor their tohit. Probably not the best way to describe it


 

Posted

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Um... the defense 'cap' for scrappers is about 500%. They used to say there was no defense cap, but apparently there is, it's just very high.

Might be 400% for scrappers and 500% for tanks. it's something stupid.

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Heh, I meant 'cap' in that it will cap your defence against mobs, or floor their tohit. Probably not the best way to describe it

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Then you were assuming that none of the mobs you might face have any accuracy boosts of any kind. ToHit = BaseToHit + ACC - DEF. All the I7 Def changes do is to change the way BaseToHit and ACC are calculated for non-minions. If you're facing a sniper with +50% ACC (or something), you still need good +DEF to floor his ToHit score.


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

If you're activating MoG around mobs which have ToHit buffs (which equate to -def debuffs) then you're asking to be killed anyway.

Your Sniper point is true, but off the top of my head the only sniper mob you'll meet when doing missions is the nemesis one - and if you're using MoG against mobs with Vengeance you're not being very clever.


 

Posted

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I definitely feel 2 recharges are worth it for SD and GD

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I have one in my main attacks and I use the following attack chain:

GD-DA-SD-SotW-DA-repeat

There's no gap that's worth bothering with. I will swap Lotus Drops for Sting if Lotus Drops is up and I have multiple targets. The repeat rate on DA is enough to get overlap, so you can expect pretty good +Def.



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I'm sure that works well and I use similar chains a lot of the time, however I prefer to have the options to leave DA out entirely in certain situations and alternate it with only the two highest-damaging single target attacks in others. That way I can keep it stacked at least once all the time while still doing significant damage and keeping the boss constantly on his back if I'm lucky enough with knockdown.

I don't think it's needed at all but I've found it useful, and in my late 30s I started to have plenty of slots to play around with anyway.

I don't keep a recharge in SotW, on the other hand. I feel it recharges quickly enough anyway, but then I also have Flashing Steel so that's quite a few attacks to build different continuous chains.

FireKitty already answered about MoG and I'm not an expert on the subject of defense so I'll leave it at that. Who knows how the defense changes are really going to work out yet, anyway


 

Posted

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If you're activating MoG around mobs which have ToHit buffs (which equate to -def debuffs) then you're asking to be killed anyway.

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Not really, that's why you put 3 SO Def Buf encs in it.

You're a regen scrapper, you have next to no defense or resistance. If you're already getting pasted, hitting MoG gives you big defense and resistance. Even if they are debuffing your defense, you're still probably going to give yourself time to RUN.

(Someone once said to me that PPs don't know how to use MoG. When they've activated MoG they stick around to fight instead of running away real fast.

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Your Sniper point is true, but off the top of my head the only sniper mob you'll meet when doing missions is the nemesis one - and if you're using MoG against mobs with Vengeance you're not being very clever.

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Other things have increased accuracy than snipers. Snipers were just used as an example. Come I7, Lieutenants, Bosses, Elit Bosses and AVs will all have enhanced accuracy.


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

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however I prefer to have the options to leave DA out entirely in certain situations

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That would be why I have five attacks I can use aside from DA. If I'm dropping my usual attack chain, then I switch to jabbing whichever attack is available at the time. I put one recharge in all my attacks (except Lotus Drops, I think, which I don't bother using unless it happens to be ready), it means that they come back in reasonable time. Sting and Flashing don't recover fast enough for me without a single recred in.

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Who knows how the defense changes are really going to work out yet, anyway

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Um, people who read Dev's Corner. The maths change is actually pretty simple and moderately easy to predict what will happen.

Ok, how it will 'feel' is a different matter, but the actual numbers are quite predictable.


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

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You're a regen scrapper, you have next to no defense or resistance. If you're already getting pasted, hitting MoG gives you big defense and resistance. Even if they are debuffing your defense, you're still probably going to give yourself time to RUN.

(Someone once said to me that PPs don't know how to use MoG. When they've activated MoG they stick around to fight instead of running away real fast.

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Ah, that's the problem. A regen scrapper doesn't run


 

Posted

This one does if he thinks it'll make a difference.

Practically, with regen, I usually don't get to run because I usually am either in no danger, or I'm dead.

I did, however, manage to save a TF by virtue of MoG and hyperphase, and having decided to take Recall Friend to be nice in teams.


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

Yeah, MoG is a great power for times like that. I remember tanking most of the Praetorian AVs for my regular team on the way to 50 and one particular occaison when fighting Infernal a few months ago, an inv tank was tanking with Unstoppable, when it dropped he died and I stepped in to finish him off. So satisfying