The best regeneration scrapper
I think BuffyASummers' scrapper information thread on the US forum will provide you with a lot of good information:
LINK
If you can determine how many attack powers you need at a minimum to be happy with your attack chain and then set aside sufficient slots for those attacks you can use the scrapper info thread to maximise your return for the other powers and slots.
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
For my I7 build on Unthing I was originally going to be more defensive and get the fighting pool. However the build was so tight that I jacked it in and went for a offensive build that I'm really happy with.
I think good use of the regen set is all you actually need. In fact Dull Pain outshines all the extra defensive powers you are talking about.
The most you can get from CJ, Tough and Weave is about 25% extra survivabilty. I'm pretty sure a scrapper AoE attack gives a better survivability bonus than that. Divine avalanche is far better than that for survivability.
However if you have all the attacks you need and have them fully slotted, I would suggest Dr Rocks AT comparison program. With Instant Healing and MoG off add in CJ, Tough and Weave with various slotting.
@Unthing ... Mostly on Union.
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How ever I have notice that when tanks goes down many scrappers will fall too. Also when there isn't tanks, they are very weak to take higher damages. More spesific the first strikes.
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Regen's major weakness is to alpha-strikes, as it's all about healing back damage after you've taken it rather than preventing it being done to you. Dull Pain is the only real way you can deal with this (quick tip: use it after you take the alpha-strike as you can make use of the heal as well as the increase in hp).
Lets look at pool powers you can take to improve your survivability, with the defence/resistance they give when fully slotted (eg. 3xDefBuff or 3xDamRes):
Concealment
Stealth - 2.9% defence, also decreases your run speed by quite a lot
Flight
Hover - 2.9% defence, forces you to hover, even when slotted with 3xFly it's slow
Fighting
Tough - 17.55% resistance to Smash/Lethal
Weave - 5.85% defence to melee/ranged attacks
Leaping
Combat Jumping - 2.9% defence
That gives you a grand total of 14.6% defence to melee/ranged attacks, 8.8% defence to AoE attacks and 17.55% resistance to Smash/Lethal.
It forces you to get Fly as a travel power, move slowly and you can't get the Fitness power pool. All for a pretty hefty end cost.
Is it worth it? Not really. I used to be a fan of getting Tough for Regen Scrappers, my Claws/Regen has Tough but my MA/Regen doesn't. I haven't noticed any difference in survivability.
You're never going to be able to take as much damage as a Tank, the reason you often die if the Tank dies is because you are almost always the nearest target to the mobs so they all head for you.
There's not really that much you can get out of the power pools, I really think that for Scrappers the best defence is a good offence.
I'd move the EndRed in CJ, Tough and Int to Soaring, Golden and Lotus. You should save more endurance while fighting that way. CJ in particular is not worthy of endurance reduction slotting.
When not fighting your endurance recovery is not that important as long as it's positive.
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Primary powers: Sting of the Wasp (1 acc, 3 dam), Flashing Steel (1 acc, 3 dam), The Lotus Drops (2 acc, 3 dam), Soaring Dragon (2 acc, 3 dam), Golden Dragonfly (2 acc, 3 dam), Divine Avalanche (3 acc, 3 def), Build Up (3 hitbuf).
Secondary powers: Fast Healing ( 3 heal), Quick Recovery, Reconstruction ( 3 heal, 3 recha), Dull Pain (3 heal, 3 recha), Resilience (3 def), Integration (1 endrec, 3 res), Instant Healing (3 heal, 3 recha).
Pool power (Speed): Haste (3 recha)
Pool power (Fighting): Boxing, Tough (1 endrec, 3 def)
Pool power (Leaping): Combat Jump (1 endrec, 3 def), Super Jump
Pool power (Fitness): Swift, Health (3 heal), Stamina
Epic Pool (Power Mastery): Focused Accuracy (1 endrec, 3 hitbuf), Conserve Power.
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Disclaimer: Whilst I've played a Kat/Regen/Body scrapper to level 50, each person has his/her own preferences.
With that in mind, there's a few slotting changes that I'd suggest to boost your build's Offense/Defense:
Your Heal slotting is great. Bear in mind though that with the +HP accolades, your maximum HP from Dullpain will cap with 2 Heal SOs rather than 3 (but 3 is still optimum for healing).
In general Focussed Accuracy needs 3 Endurance Reductions, it's a very high cost toggle. You might also be better putting a second endrec into Tough, since it's a good bit higher also. You don't need an EndRed in Combat Jumping.
Divine Avalanche Slotting would benefit from changing an Acc to a Recharge, letting you double stack it constantly without hasten running. Make Sure you've 3 End Mods in Quick Recovery, Stamina's optimum is also 3 End Mods but Q.R. is better return.
Hurdle stacks a lot better with Combat Jump/Super Jump than Swift does, you'll be a lot faster and more manouverable if you take it. Build Up isn't worth slotting for Tohit buffs unless you're PVPing a lot, Go with 3x Recharge instead since this will let you get the damage boost much more often.
If you want to constantly chain attacks, it might be worth 6-slotting your attacks rather than 5-slotting them. My two big attacks are 1Acc/3dam/1Endred/1Recharge, but you can change the Endred for an Accuracy, especially since you're taking Conserve Energy. With a recharge in GD/SD I tend to be able to chain SD/GD/SOTW constantly for maximum single target damage output, using Hasten only really to get Dull Pain and Instant Healing up sooner.
There's very little point in adding slots to Resilience and Combat Jumping, since the resistance/defense return is minimal... if you've spare slots though, go for it!
I highly value Air Superiority and Energy Torrent from the Body Pool for extra control via Knockdown, but that's a "personal choice". I took Air Supp, Laser Beam Eyes and Energy Torrent to form a backup Smashing/Energy chain for use against high-lethal damage resistant mobs like robots. Energy Torrent (slotted with acc/2 recharges/endred) can really, really help me to control or "scrank" a large mob.
These are suggestions, not criticisms.
Nice Build!
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Is it worth it? Not really. I used to be a fan of getting Tough for Regen Scrappers, my Claws/Regen has Tough but my MA/Regen doesn't. I haven't noticed any difference in survivability.
You're never going to be able to take as much damage as a Tank, the reason you often die if the Tank dies is because you are almost always the nearest target to the mobs so they all head for you.
There's not really that much you can get out of the power pools, I really think that for Scrappers the best defence is a good offence.
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I don't know. I agree that it's hard to get someting out of pool powers. Haste and stamina is must, both increase You attack abilities a lot. Travel power choise would be fly or SJ, I choosed SJ, because it gives same defence, but allows better(faster) movement. Of cause super speed is one choise, but how much defence it gives?
Yesterday, I was in Dreck mission. Team did have 4 scrapper and tank and some controllers and defenders kinetics (no empaths). There was (lvl 52)+2 AV and some freak bosses. Somehow our first attacks agaist AV did go wrong, because we did no clear the area first. So we got many groups same time. Tank died, scarppers and rest followed fast. I stand alone with +2 AV and 5 +2 freak bosses. I was fine, because had big luck inspiration running. They asked run, so I sayed ok and run while I got aggro off. Tank did quit the team so I was forced to tank that +2 AV, next round, but it did go okey as we got new rad defender debuffing it.
That's just one story, but similar has happen to me sometimes than I'm all alone alive. I think it's the small edge of the defence that gives me that advance and You don't normaly notice it, but sometimes it does make the different. I do agree good offence is the best defence, but I also think that taking too many attack powers can make You weaker.
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These are suggestions, not criticisms.
Nice Build!
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Thanks, I have to rethink my sloting.
End cost.. mm. are this correct base values?
Toggle Costs Calculator
-0.08 Combat Jumping
-0.22 Hover
-0.77 Integration
-0.45 Maneuvers
-0.375 Stealth
-0.53 Super Speed
-0.23 Tough
-0.27 Weave
It seems that Combat Jump doesn't need endurance recuction at all. Other hand Integration seem to use a lot of endurance. Anyone knows what's the base value for Focused accuracy?
One Endurance reduction SO would drop Integration -0.58, 2 -0.46 and 3 -0.39
Also how much effects one attack speed increase does in attack powers?
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These are suggestions, not criticisms.
Nice Build!
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Thanks, I have to rethink my sloting.
End cost.. mm. are this correct base values?
-0.08 Combat Jumping
-0.22 Hover
-0.77 Integration
-0.45 Maneuvers
-0.375 Stealth
-0.53 Super Speed
-0.23 Tough
-0.27 Weave
It seems that Combat Jump doesn't need endurance recuction at all. Other hand Integration seem to use a lot of endurance. Anyone know what's the base value for Focused accuracy?
One Endurance reduction SO would drop Integration -0.58, 2 -0.46 and 3 -0.39
Also how much effects one attack speed increase does in attack powers?
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Red Tomax has the cost of Integration as being 0.13 end per tick, with a tick every 0.5 seconds so per second the cost would be 0.26 end.
LINK
You can have a poke around the various pool power tables to see what the other powers cost:
LINK
EDIT: And here are the Epic pools:
LINK
and Body Mastery in particular:
LINK
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
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Concealment
Stealth - 2.9% defence, also decreases your run speed by quite a lot
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sherk silver's planner has that as 1.875 defence for a scrapper, which gets halved when you attack and end usage of 0.3203. really doesn't seem worth getting imho. much better return from maneuvers with a fixed 1.63% base buff at 0.4 end. not a good return mind, just a better one phase shift would give you a good panic button, it won't help with actual combat though.
and the speed pool doesn't have any +def anymore
as you've talked about wanting defence boosts if the tank dies then you'd do well to aim to get vengeance. clicky when someone carks it and as a scrapper you'll cast a 19.5% unenhanced defence buff going up to 23.4% with 3 SOs and also a heal, acc, dmg and status resist buffs. and that can effect your whole team, so the enemies should go down faster.
Yeah, that was just a theoretical maximum defence by taking pool powers. I'd never dream of having most of those powers on my Scrappers.
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These are suggestions, not criticisms.
Nice Build!
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Thanks, I have to rethink my sloting.
End cost.. mm. are this correct base values?
Toggle Costs Calculator
-0.08 Combat Jumping
-0.22 Hover
-0.77 Integration
-0.45 Maneuvers
-0.375 Stealth
-0.53 Super Speed
-0.23 Tough
-0.27 Weave
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I'm pretty sure Integration is more like 0.3.
Super speed is less htan that too, it is about 0.26.
Tough and Weave are the same at about 0.3.
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It seems that Combat Jump doesn't need endurance recuction at all. Other hand Integration seem to use a lot of endurance. Anyone knows what's the base value for Focused accuracy?
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It is around 1.2 end per second. So you really need to 3 slot it for end reducers.
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One Endurance reduction SO would drop Integration -0.58, 2 -0.46 and 3 -0.39
Also how much effects one attack speed increase does in attack powers?
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It means the recharge is 75% of the base. However it has less effect if hasten is up.
Similarly an end reducer will mean it costs 75% of the base.
Herobuilder is moderately accruate, but more importantly it is constantly updated.
@Unthing ... Mostly on Union.
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as you've talked about wanting defence boosts if the tank dies then you'd do well to aim to get vengeance. clicky when someone carks it and as a scrapper you'll cast a 19.5% unenhanced defence buff going up to 23.4% with 3 SOs and also a heal, acc, dmg and status resist buffs. and that can effect your whole team, so the enemies should go down faster.
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That's interesting. Let see...
Would have to drop one pool, let say Leaping.
Then take new travel power, mm.. only one possible Super Speed. That gives me one power.. So I would need two power to get all three required from Leadership pool. So would have to drop epic pool powers...
Then take three powers from leadership pool. I would need Tactics, because lost focused accuracy.. Then the choise would be between maneuvers or assault. Choise between damage or defence. Also there would be heavy endurance cost keeping two toggle powers up. Of cause I just losed two toggle power too, so it would be like same?
Lost: Combat Jump, Super Jump, Focused Accuracy and Conserve power.
Got: Super speed, Maneuvers, Tactics and Vendeance.
How would this affect my scrapper?
Leadership Pool's bad for a scrapper in general. Tactics adds about 7% accuracy at base compared to 18.5% for Focussed Accuracy, it's next to worthless by comparison. Most scrappers who take it will do so for the added +perception for PVP.
Assault is another pretty poor one, giving only 10.5% damage boost (applied to BASE damage, does not include damage SOs, so expect about 5% extra actual damage output) but it's better than taking Maneuvers (1.625 +defense at base, actually a fair bit less than Combat Jumping and basically useless) in order to get Tactics.
Vengence is decent, however multiple instances of it was nerfed recently, so only one can be up at a single time. Chances are that a defender or controller in your team will have it and their version has far better base numbers than yours. Also you can only use it when teammates die, and as a Scrapper you should be trying to prevent that (!)
You'll still need a travel power. Don't ditch the Jump pool unless you're OK with losing the manuverability advantage Combat Jumping gives you either. Try playing with it turned off, it takes some getting used to.
You shouldn't need Conserve Energy if you change your slotting a little for more endurance reductions. But I'd be very wary of thinking Tactics will replace Focussed Accuracy for Tohit buffs. Running Assault and Tactics will also be slightly more endurance heavy than Focussed Accuracy.
If you want to help teammates more, rather than getting vengence I'd suggest carrying a few awakens and take Taunt or Knockdowns like Air Superiority/Energy Torrent.
Using Katanas' GD/SD, Air Superiority and Energy Torrent I can keep two +5 bosses on their backs pretty much constantly... or by using Flashing Steel, Golden Dragonfly and Energy Torrent I can tank a small mob, keeping them on their backs a good bit into the bargain.
In my mind it's better to reduce incoming damage in the first place than to give the few survivors a slight defense boost, you can usually achieve that by grabbing the rampaging boss by his unmentionables and either keeping him on the floor or layering Divine Avalanche...
It seems that I can't much improve my scrapper, just checking some slots and enhancements. I also did remember wrong some of enhancements in powers. (Checked them)
Primary powers:
- Sting of the Wasp (1 acc, 3 dam)
- Flashing Steel (1 acc, 3 dam)
- The Lotus Drops (2 acc, 3 dam)
- Soaring Dragon (2 acc, 3 dam)
- Golden Dragonfly (2 acc, 3 dam)
- Divine Avalanche (2 acc, 3 def)
- Build Up (3 rechg).
Secondary powers:
- Fast Healing ( 3 heal)
- Quick Recovery ( 3 endmod)
- Reconstruction ( 3 heal, 3 rechg)
- Dull Pain (3 heal, 3 rechg)
- Resilience (3 res)
- Integration (1 endrec, 3 def)
- Instant Healing (3 heal, 3 rechg).
Pool power (Speed): Haste (3 rechg)
Pool power (Fighting): Boxing, Tough (2 endrec, 3 def)
Pool power (Leaping): Combat Jump (1 endrec, 3 def), Super Jump
Pool power (Fitness): Swift, Health (3 heal), Stamina (3 endmod)
Epic Pool (Power Mastery): Focused Accuracy (2 endrec, 3 hitbuf), Conserve Power (3 rechg).
After thinking, I think only problem is that Combat Jump has the extra endrec. Sure attack powers could all use 1 rechg, but where to get the slots?
Of cause could start using Hami Enhancements
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Pool power (Leaping): Combat Jump (1 endrec, 3 def), Super Jump
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Really don't think slotting CJ like that is worth it. I fairly certain that CJ with 3 slots for def will net you about 5% def versus 3% def with a single def slot and no endred...
Those 3 def slots would be much more use (IMO) in your attacks as rech/endred.
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Lost: Combat Jump, Super Jump, Focused Accuracy and Conserve power.
Got: Super speed, Maneuvers, Tactics and Vendeance.
How would this affect my scrapper?
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Maneuvers is about the same as CJ for def.
Tactics is worse than FA for accuracy.
The combined end cost is much less after the change. I think 1 slotted end reds in Maneuvers and Tactics cost about the same as FA 3 slotted for end reduction.
In the choice between Assault and Maneuvers, I'd be tempted to go for Assault. It needs less slots and provides 5% extra damage for all rather than about 3% extra survivability. Because it helps the whole team a 5% increase in damage means you have to last 5% less time in danger, although for a regen this isn't really a good argument.
As for how much accuracy you need ... what are you trying to hit?
For standard PvE 3 slotted To hit buff FA + 1 ACC is overkill. 3 slotted To hit buff FA + 2 ACCs is completely excessive.
Both are capable of hitting anything you would ever see in your own mission short of a MoG'ed PP.
Tactics + 1 ACC is better than just 2 ACCs in your powers. I had it on my scrapper and I was happy with it. I ditched it when I got FA slotted though.
@Unthing ... Mostly on Union.
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After thinking, I think only problem is that Combat Jump has the extra endrec. Sure attack powers could all use 1 rechg, but where to get the slots?
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You can take three slots out of CJ and stick a Defense SO in the default slot... Also two slots out of Resilience with a Resistance SO in the default slot. This will make very little difference to your toon, it's highly unlikely you'll notice the change, it's about 1.9% resistance and 0.6% defense.
I'd also be tempted to stick a 3rd Endrec into Focussed Accuracy.
Also swap swift for hurdle!!!!!!! (!!!!!)
(believe me, it'll make a difference!)
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The combined end cost is much less after the change. I think 1 slotted end reds in Maneuvers and Tactics cost about the same as FA 3 slotted for end reduction.
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Nofuture gives them both as 0.195 end every 0.5 secs = 0.78 end per sec when combined.
Gives Focussed Accuracy as 0.585 every 0.5s = 1.17 end per sec.
According to Sherksliver Hero Builder's new numbers for I7; the most you'll get from a Scrapper running Tactics is 7% base accuracy boost, or about 11% 3-slotted for Tohit buffs. This is is a little higher than what a TO will give you... about that of a -3 DO.
Focussed Accuracy is 18.5% base or 29.1% when 3-slotted. A Normal +0 Acc SO will give you about 33% accuracy, so FA is about the same boost as a slightly under-levelled SO.
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Also swap swift for hurdle!!!!!!! (!!!!!)
(believe me, it'll make a difference!)
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I agree, with You everyting else than this.
Hurdle would improve my jumping and movement in missions, Yes I agree. There are situation where Combat Jumping isn't enough to reach some places. But when I have combat jumping running and swift, it will give me someting else. Without swift You would have to jump close enough to running enemy to hit it, but with swift You can run faster than enemies, so You can jump close enough and run to next it. I think that's more important than just improve jumping, as I also have Super Jump. I usually swich to Super Jump, if I need more speed.
Of cause this is my opinion and more like taste how to handle situations.
Heh, fair enough ^^
One thing my scrapper really misses is Combat Jumping + Hurdle... I took Teleport for TP Foe... I admit I'm a bit of a speed freak, I love SJ + Hurdle on my PB to make me that much faster between missions.
I usually leave sprint on and jump after chasing runners. Hurdle stacks with Combat Jumping really well for unrepressed movement in PVP. Personally I find it much faster to position myself for cone attacks and AOEs by jumping into place...
You'll root when attacking anyway, so whether you jump after or run after an enemy you'll need to catch it again unless you knocked it down on the first hit.
To each his/her own I guess...
I would like to talk about improving regeneration scrappers, with the current selection possibilities?
Please, I do not judge what ever choises people have done for they regeneration scrappers, I just wanna improve my scrapper. We all have our own opinions what's good for our own scrappers.
In my opinion, just because regeneration scrapper has good healing (regeneration) doesn't means that they should ignore the defence. I have looked a lot of other regeneration scrappers pool selections and what powers they have taken. Many times they are build for more damage than defence. What seem very good for team work, if there is good tank in team. How ever I have notice that when tanks goes down many scrappers will fall too. Also when there isn't tanks, they are very weak to take higher damages. More spesific the first strikes.
I have build my scrapper so that it can stand very high damage if needed and still survey. I just wanna make my scrapper even better if possible. So does anyone wanna talk about they experience about they regeneration scrappers and what does work well and what doesn't?
Is there some calculation possibilities to optimise the defence & offence balance? What pools to take and how to slot powers and so on. I'm not talking about having fun, but to be the best what You can.
Adding some of my current scrapper information:
Katana/Regeneration scrapper.
Primary powers: Sting of the Wasp (1 acc, 3 dam), Flashing Steel (1 acc, 3 dam), The Lotus Drops (2 acc, 3 dam), Soaring Dragon (2 acc, 3 dam), Golden Dragonfly (2 acc, 3 dam), Divine Avalanche (3 acc, 3 def), Build Up (3 hitbuf).
Secondary powers: Fast Healing ( 3 heal), Quick Recovery, Reconstruction ( 3 heal, 3 recha), Dull Pain (3 heal, 3 recha), Resilience (3 def), Integration (1 endrec, 3 res), Instant Healing (3 heal, 3 recha).
Pool power (Speed): Haste (3 recha)
Pool power (Fighting): Boxing, Tough (1 endrec, 3 def)
Pool power (Leaping): Combat Jump (1 endrec, 3 def), Super Jump
Pool power (Fitness): Swift, Health (3 heal), Stamina
Epic Pool (Power Mastery): Focused Accuracy (1 endrec, 3 hitbuf), Conserve Power.
At the moment Tough, Combat Jump, Integration and Focused Accuracy are my toggle powers, up all the time. I have 5 attacks in primary as Divine Avalanche is not used as attack, but defence. My regeneration defence is build up for 3 power, Reconstruction, Dull Pain and Instant Healing. My other defence is my toggles, Divine Avalanche and luck inspirations. Conserve Power is used when fight last long and give me ability use haste and all attacks all the time without ever stoping. I have found about that 5 attack powers is enough to me todo non-stop attacks chain. If I start taking too much damage, I click luck inspiration and I start hiting Divine Avalanche attack to increse my defence everytime it's up. Usually gives me time regenerate health back, if my healing powers aren't up.
I do like more defence build than attacks, because many times I survey even when others are all down. Also sometimes I take tanks job, if teams only tank goes down. Can't keep the aggro, but can still most the time take the attacks from bosses and AV's. Of cause I wanna have good attacks too, because many times best defence is take enemies down fast or keep them in situation, where they can't attack.