Kat/SR build, comments?
You probably have decided this for yourself but for the love of god please get super jump. For the following reasons :
- Your team will be annoyed to hell and they will most likely not prefer you as a team mate.
- You will be attacke by freeroam mobs, and debt in freeroam is worse then debt in missions.
- Super jump + hurdle is just the best travel power of all.
- I nearly smashed my computer while waiting to get my travel power for my mastermind at lvl 20.
Apart from that weapons mastery is a bit pants compared to others, especially body mastery. And shurkiens are just not worth it.
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You probably have decided this for yourself but for the love of god please get super jump. For the following reasons :
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While I appreciate the advice (no lie!) this is going to stay. Really I've had street debt with superspeed when SKing, and when not SKing I shouldn't be dying anyhow. Plus I've already played one character with combat jump, sprint and hurdle to a decent level and found it was actually faster than travel on my character with flight. Between jump jet pack and raptor packs it's usually just fine to travel.
Shuriken are mostly thematic. I didn't know what else to take, really, at that level, and exploding shuriken is another AoE as well, so that interested me.
I didnt pick any travel powers for my KT / SR Scrapper, instead I went with powers that allowed me to mop up those pesky ambushes rather than trying to run from them and it seems to work nicely. Takes a bit to get about using Quickness and Sprint ( took quickness for the free recharge on powers and the movement buff but didnt slot it for obvious reasons ) with jingle jets and the jump pack helping out where needed, but if there is ever a need to get anywhere fast, you can pop elude!

In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide
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And yes, no travel power. (hurdle + CJ + sprint does me fine and is faster than fly!)
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Just like my scrapper and like you she has elude to boost speed so not too bad!
End slots in toggles dont add as much attack chains to your end bar as end slots to attacks so if you have a 5 slotted attack without an end slot its worth having the end slot from a toggle as an end slot to an attack. I can mathematically prove this in a heartbeat if you want but sting of the wasp and shuriken are without end reduxes.
I have a 3rd slot in practised brawler so that if i exemped to help someone on a low tf i can put in a rechg but above the level when only 2 rechgs are needed i have an end slot but its there for whenever. 2 rechgs are fine.
With aid self why health and not swift? well better health ticks may save you and its not like you have defiance.
Elude is the most underslotted i have ever seen i personally prefer more defense for PVE by 6 slotting elude and so have 3 def slot DA as well.
I like the concept, my kat/sr will have weapon mastery. With my claws/sr i took passives before med pool in order to slot attacks up sooner and cos other people do provide survivability however when ya solo you might be better off.
With SG base teleporters and teleport to PD you can get around reasonably quick.
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- Your team will be annoyed to hell and they will most likely not prefer you as a team mate.
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Not very nice people then.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Thanks for the reply.
I'll see if I can do some number crunching soon about moving about a couple end reduxes. Though, really I think it'll be pretty slight a difference. Still, you are right.
I took health because I don't attach much importance to land speed if hurdle already takes me well over flight speed. With quickness I should go about at sprint speed (without sprint) which is fast enough for me. More might even annoy me.
As far as Elude goes, does it really NEED to be slotted? O_o I was under the impression that even unenhanced elude put you at the soft defense cap. So running toggles (no problem since your endurance regain doubles its base?) on top of that should make you basically impervious in PVE?
Mind you this is my first real def based character so I might be operating on some false assumptions here. ^^;
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- Your team will be annoyed to hell and they will most likely not prefer you as a team mate.
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Not very nice people then.
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Indeed, because my flying character, according to my hero planner, travels slower. Would hate to think how they treat fliers.
Your build looks good and will be fine, ive just got a couple of things you might like to think about.
Flashing steel is great at lower lvls but later on you will drop that or your tier 1 attack from your chain, i respeced it out.
hasten + quickness = death to baddies
practised brawler 3 recharges makes it stack.
DA i would slot 3 acc 3 debuff (ty Raz) dont think of it as an attack its a def buff
I would take web grenade and caltrops and lose the throwing stars, this will let you get hasten and also free up some slots to put in one of your semi travel powers.
Have fun its a great combo, stick with SR it can be a bit annoying, happily killing everything not getting hit and BAM your dead.
Hasten will improve your dps dramatically Augury and you can gain more damage per endurance from it too, as well as extra boost to other powers such as elude. I tend not to mention about power picks for concept reasons unless it compromises the role.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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DA i would slot 3 acc 3 debuff (ty Raz) dont think of it as an attack its a def buff
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A Scrapper's role is to kill, and not slotting DA for damage will greatly decrease your rate of damage. I have mine slotted 2xAcc, 3xDamage, 1xDefBuff (3xAcc is overkill really) and if your SR toggles and passives are fully slotted one application of DA will put you over the PvE soft def cap of 45%. It's far better to slot for damage than defence buff.
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And yes, no travel power. (hurdle + CJ + sprint does me fine and is faster than fly!)
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Recently respeced my PvP empath into 3 slotted swift for flight speed and with 3 slotted Fly with flight speed its awesomely quick Granted most toons wouldnt have the slots but thought it was worth mentioning
As far as divine avalanche for PvE I went 2 acc 2 dam 2 def but each to their own
thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor
A few things I'd like to comment on:
First: combat jumping, drop the 3x def slots. The def it gives for a scrapper is 1.8%, with 3 def SOs you'll get a whopping 1.2%'ish improvement on it (3% def total!!11), not worth the slots. Rather put 3x jump or anything else...
Second: As a katana scrapper you get the most out of divine avalanche (if you use it for the def) by putting it 2acc, 3def and 1 rchg. I'm not sure about the def values of SR or the +rchg of quickness but that's what I use on my scrapper. On SR I think 2acc, 2def and 2dmg would be the optimal slotting.
Third: The shurikens arent good, dont pick them unless it's for a concept. Also, take a few slots from them and put them as endredux on your main attacks. The shurikens arent good in the middle of combat because of the redraw so you wont (or shouldnt) be using them much.
Fourth: I'd give the passives some love before the throwing stars, after all you wont (or shouldnt) be using them for anything but pulling.
Other than that looks a solid build to me. I'd still pick SJ instead of a shuriken, but that's just me. Cant live without a travel power
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
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As far as Elude goes, does it really NEED to be slotted? O_o I was under the impression that even unenhanced elude put you at the soft defense cap. So running toggles (no problem since your endurance regain doubles its base?) on top of that should make you basically impervious in PVE?
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i have been sitting on this one because i am trying to work out how to work out how bad is the -def in the game. I dont know! But I know its the most common debuff. But aside from that i do enter pvp areas myself, so when i said mine would have 3 def slots its just a statement not a suggestion.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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DA i would slot 3 acc 3 debuff (ty Raz) dont think of it as an attack its a def buff
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A Scrapper's role is to kill, and not slotting DA for damage will greatly decrease your rate of damage. I have mine slotted 2xAcc, 3xDamage, 1xDefBuff (3xAcc is overkill really) and if your SR toggles and passives are fully slotted one application of DA will put you over the PvE soft def cap of 45%. It's far better to slot for damage than defence buff.
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Yea The two AVs in melee, or the two brutes, or 6 stalkers trying to AS me, and missing every time, wud say otherwise.
Even without Elude on (unless it gets tight) You can get rather squished by RANDOM hits, which is what SR is all about.. chance... and decreasing that chance is a "good" thing. You can never have too much DEF.
DA's DMG is very small in relation to the higher tier ones, figures wise you're DMG 3 slotted is no better than Gambler's Cut, as they both do the same DMG, but when something goes Melee with me, I would rather attack chain my DA = +DEF vs things, than use miss out on it; and in PvP vs Stalkers missing 8/10 ASd and Brutes getting annoyed at me for using them as DEF buffage.. than use it as a DMGer which you have already, and lose outon that lovely +DEF addition(s), I find my chain has more than enough with the powers as it is.. and I've found it easier with 3DEF, than 1 DEF in DA, to go head to head with things in Melee (PvE or PvP), as it's a constant +DEF every time it hits.
True you CAN slot DA for DMG, (but as said above, the DMG is no better than Gambler's Cut).. but it's primary function is to act as a DEF buffer.. the DMG component is there for people that want a lil more from it. but when you're vs multiple foes in Melee/Lethal, that you can't oneshot so fast.. , which would you prefer kill them slowly and let them hit you alot, and maybe kill you first, with lucky shots.. or then missing more often than not, and kill them in the same number of time, if not faster.
It depends really, on personal preference, and what Kitty said isn't really wrong, depending on how you build your character.. but my Personal Op. would be to use it for what it seems to be designed for, Melee/Lethal DEF buffing-extra, leave the DMG to all the rest of the Katana/BS attacks.
I think from what i have read (but what i have read hasnt had me thinking "Right! i am 100% sure what the poster is talking about!" admittedly but i think npcs tohit are now 50% and so defense has a 45% cap because 5% is minimum amount of tohit you can leave an npc with.
I think npcs tohit no longer scales cos if it did 45% wouldnt really be a soft cap would it? (This is the only game i have ever really played so i dont know the terminologies such as soft cap that could of come from other games) but anyway mathematically thats MinMax(total tohit - total defense) which is one part of the tohit calculation, applied after this part is the accuracy part and then MinMax again.
I think that for def scaleability they made the npcs all become set at 50% tohit (pre i7 they were higher and rank and level modifiable) and made the accuracy rank and level modifiable instead.
I could be wrong, usually i find posts in general assuming people already knew alot of stuff and vague to say the least especially as my english isnt my strongpoint.
I take the tohit formula to be like this now and i aint that mathematical seeing as i left it at high school.
{[(Total Tohit - Total Def) =>5 or =<95] * (Total Accuracy)} =>5 or =<95 = Hit chance
So if i had 55% tohit and the player had 101.5 def and i had 2 acc SOs in an attack my chance of hitting with that attack look to be:
{[(55% - 101.5%) =>5 or =<95] * (166.66%)} =>5 or =<95 = Hit chance.
5% * 166.66% =>5 or =<95 = Hit chance
5% * 166.66% =>5 or =<95 = 8.3%
and so in there maybe only being 50% tohit to worry about PVE elude at base should be enough on its own excluding def debuffs seeing as we cant do much against accuracy.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Yep, Elude doesn't need any slotting for defence in PvE to hit the 'soft' cap which is for mobs up to +5s.
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DA's DMG is very small in relation to the higher tier ones, figures wise you're DMG 3 slotted is no better than Gambler's Cut, as they both do the same DMG, but when something goes Melee with me, I would rather attack chain my DA = +DEF vs things, than use miss out on it; and in PvP vs Stalkers missing 8/10 ASd and Brutes getting annoyed at me for using them as DEF buffage.. than use it as a DMGer which you have already, and lose outon that lovely +DEF addition(s), I find my chain has more than enough with the powers as it is.. and I've found it easier with 3DEF, than 1 DEF in DA, to go head to head with things in Melee (PvE or PvP), as it's a constant +DEF every time it hits.
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In PvP I can see the point in 3-slotting DA for def but there is no point at all in PvE as it goes way over the cap.
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True you CAN slot DA for DMG, (but as said above, the DMG is no better than Gambler's Cut).. but it's primary function is to act as a DEF buffer.. the DMG component is there for people that want a lil more from it. but when you're vs multiple foes in Melee/Lethal, that you can't oneshot so fast.. , which would you prefer kill them slowly and let them hit you alot, and maybe kill you first, with lucky shots.. or then missing more often than not, and kill them in the same number of time, if not faster.
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DA is most definately an attack with a +def secondary effect. I'm not entirely sure how slotting DA for def rather than damage results in better DPS...
As always it is personal opinion but this is a prime example of how the lack of 'official' information about the game mechanics from the devs results in wasted slots.
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DA is most definately an attack with a +def secondary effect. I'm not entirely sure how slotting DA for def rather than damage results in better DPS...
As always it is personal opinion but this is a prime example of how the lack of 'official' information about the game mechanics from the devs results in wasted slots.
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Well in my case I'm 3 slotting it so one application will get me to the soft cap, since I don't want to have to rely on two applications which are far harder to keep stacked.
Then again I also stuck a damage SO in there.
Yes, but even if DA is unslotted and your toggles and passives are fully slotted you'll be above the 45% cap (at 45.42% to be exact).
That's assuming that nothing is hitting you with bladed weapons or other -def powers.
Personally I have my /regen's DA slotted as 2Acc/1Rech/3Defbuff... Or I would if it wasn't for HOs.
Currently it's at 3Lyso/1Rchg/2Dam, with a higher Defense buff and more damage.
Ideal slotting would be 2 Lysosome (ToHit/DefDebuff/Acc), 1 Membrane (ToHit/DefBuff/Rchg) and 3 Damage.
Or 3 Membrane and 3 Nucleolus (Dam/Acc) if you wanted to go overboard on recharge and accuracy.
+DefDebuff HOs do slightly higher +def than +DefBuff HOs. It's wierd, I know... but I'm not complaining...
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DA is most definately an attack with a +def secondary effect. I'm not entirely sure how slotting DA for def rather than damage results in better DPS...
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When I played WoW, there were people using 2h instead of 1h and shield. Always had to tell them that they do more damage with 1h and shield than they do dead.
Could say the same thing here; you do more damage with DA 3slotted for def than you do dead.
Main point: DA with 3slots for def keeps you alive better than if it didnt have any def slots in it. If you die because missing a tiny bit of def you dont do damage at all.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
No, because if you're fighting anything up to +5s and your SR powers are fully slotted slotting DA for def is pointless as it goes over the soft defence cap (assuming you have no def debuffs on you).
I suppose there would only be three arguments in that instance for more DA +defense:
#1. Toggles can be knocked off by mez or end drain, whereas +def from DA acts as a clicky-buff.
#2. DA defense slotting should make a difference pre-SOs. Also if you're exemped below about level 30 then you'll begin to see a big dip in your SO enhancement numbers, so it may be useful on some TFs.
#3. DA does +melee and +lethal def, which means overslotting should allow you to detoggle "Focussed Fighting" if you're ever running low on endurance.
Technically with Quickness you should never need to use DA as an actual attack since you will already have a full chain. Damage inflicted by DA is tiny compared to your other attacks even when 3-slotted with damage SOs.
I think DM works better than Katana with /SR anyway... an end buff, a self-heal and -accuracy debuffs!
More DA defense also means it's easier to drop Dodge and thus free up a power choice. Which is exactly what I did.
DA can miss, if it misses its then but risks are either something you feel okay about or you dont.
I like the passives for the resists as well as the fact they stack with my toggles and cost me nothing in endurance.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
DA can and does miss even with 3 acc SOs in it but im usually fighting +3s, ive just found this the best slotting ive used, i try not to do the maths thing, i know its important to some to make optimum builds but luckily unless you are a PvP only toon you can pretty much slot what you like and cruise your way to 50 with a scrapper.
Just posting this so if I screwed up anywhere people can wtfpwn me with criticism. And yes, no travel power. (hurdle + CJ + sprint does me fine and is faster than fly!)
Oh and I don't PVP.
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Level: 50
Archetype: Scrapper
Primary: Katana
Secondary: Super Reflexes
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01) --> Sting of the Wasp==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(40)
01) --> Focused Fighting==> DefBuf(1) DefBuf(5) DefBuf(7) EndRdx(7)
02) --> Flashing Steel==> Acc(2) Acc(9) Dmg(9) Dmg(11) Dmg(40) EndRdx(43)
04) --> Focused Senses==> DefBuf(4) DefBuf(11) DefBuf(13) EndRdx(13)
06) --> Build Up==> Rechg(6) Rechg(15) Rechg(15)
08) --> Divine Avalanche==> Acc(8) Acc(17) Dmg(17) DefBuf(19) DefBuf(37) DefBuf(39)
10) --> Combat Jumping==> DefBuf(10) DefBuf(33) DefBuf(33) Jump(46)
12) --> Hurdle==> Jump(12) Jump(46)
14) --> Practiced Brawler==> Rechg(14) Rechg(19)
16) --> Stimulant==> IntRdx(16)
18) --> Aid Self==> IntRdx(18) IntRdx(21) Heal(21) Heal(23) Heal(23) Rechg(25)
20) --> Health==> Heal(20) Heal(40) Heal(42)
22) --> Stamina==> EndMod(22) EndMod(25) EndMod(27)
24) --> Quickness==> Run(24)
26) --> Soaring Dragon==> Acc(26) Acc(27) Dmg(29) Dmg(29) Dmg(42) EndRdx(45)
28) --> Lucky==> DefBuf(28) DefBuf(31) DefBuf(31)
30) --> The Lotus Drops==> Acc(30) Acc(31) Dmg(33) Dmg(37) Dmg(37) EndRdx(42)
32) --> Golden Dragonfly==> Acc(32) Acc(34) Dmg(34) Dmg(34) Dmg(43) EndRdx(43)
35) --> Evasion==> DefBuf(35) DefBuf(36) DefBuf(36) EndRdx(36)
38) --> Elude==> Rechg(38) Rechg(39) Rechg(39)
41) --> Caltrops==> Rechg(41)
44) --> Shuriken==> Acc(44) Acc(45) Dmg(45) Dmg(46) Dmg(50)
47) --> Exploding Shurken==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
49) --> Agile==> DefBuf(49)
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01) --> Sprint==> Jump(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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