Trying a post-I9 Katana/inv
First of all, gratz for picking katana/invuln and realizing regen aint the only possible scrapper
Secondly, here's my current build:
Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- HO:Nucle(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg(15), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 1: Resist Physical Damage -- Aegis-Psi/Status(A)
Level 2: Flashing Steel -- HO:Nucle(A), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(13), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 4: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx(42)
Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/EndRdx(50)
Level 8: Divine Avalanche -- RedFtn-Def(A), LkGmblr-Rchg+(9), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Swift -- Empty(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- ImpSkn-Status(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(25)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Aid Other -- Empty(A)
Level 26: Soaring Dragon -- HO:Nucle(A), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg(40)
Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(31), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(31), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37)
Level 32: Golden Dragonfly -- HO:Nucle(A), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg(34)
Level 35: The Lotus Drops -- Sciroc-Dam%(A), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg(37)
Level 38: Unstoppable -- Aegis-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Focused Accuracy -- ToHit(A), ToHit(45), ToHit(45), EndRdx(45), EndRdx(46), EndRdx(46)
Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Tough Hide -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+8,75% Defense(Psionic)[*]+9,38% Defense(AoE)[*]+4,5% Max Endurance[*]+41% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+50% Enhancement(RechargeTime)[*]+27,1 (2,25%) HitPoints[*]+MezResist(Confused) (Mag 50%)[*]+MezResist(Held) (Mag 52,8%)[*]+MezResist(Immobilize) (Mag 56,6%)[*]+MezResist(Sleep) (Mag 50%)[*]+MezResist(Stun) (Mag 50%)[*]+MezResist(Terrorized) (Mag 54,4%)[*]+7,5% Recovery[*]+30% Regeneration[*]+3,78% Resistance(Fire)[*]+3,78% Resistance(Cold)[*]+9,38% Resistance(Negative)[*]+1,26% Resistance(Toxic)[*]+7,26% Resistance(Psionic)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
As you can see, I dont have stealth. It's not of much use. I'd replace it with flashing steel tbh. Divine avalanche isnt really worth slotting for damage, you're better off with defence set.
- @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
[ QUOTE ]
Hey everyone. I was looking at my main(BS/Regen) and decided I really, really didnt like the feel of regen anymore. I loved it at early lvls when everyone was trying to get stamina and I had quick recovery, I loved it when I had Instant healing at 28, but sometime I think it reached a "cap" in its performance, and when it became "balanced" (as it should be) and I saw it was not the only way to go as I thought at start, I decided to roll something unimaginable pre-I9 that I always wanted to see (an inv scrapper) and see how it goes. He is currently 37 lvl and I post my build to get any advice.I do not have a hero planner so bare with me.
[/ QUOTE ]
First of all, HOW COULD YOU BETRAY REGENERATION LIKE THAT?! The Scrapper wouldn't exist without it. Mucho better than Invulnerability. Oh well.
You still choosing Invulnerability? Fine... listen to Dead Sorrow. He's the greatest one I've ever seen.
Also, you can use Mids' hero designer for Invention Origin planning: Mids' Hero Designer
[ QUOTE ]
First of all, HOW COULD YOU BETRAY REGENERATION LIKE THAT?! The Scrapper wouldn't exist without it. Mucho better than Invulnerability. Oh well.
[/ QUOTE ]
That depends very much on what you want to do with the character! If you want to be a scranker / meatshield type of scrapper you choose invuln. If you want to be a generic noob you choose regen, that's the difference
[ QUOTE ]
You still choosing Invulnerability? Fine... listen to Dead Sorrow. He's the greatest one I've ever seen.
[/ QUOTE ]
Thanks Aurry, knew you'd say that
- @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
Answer to regen vs. inv question;
Regen simply rocks at low lvls, this doesnt mean it is better than inv.(not saying regen is worse though) They both get dull pain but fast healing is better than resist physical, reconstruction is better than TInv when u solo(in team with heals present, resists are more useful) and
also regen takes quick recovery much earlier than anyone takes stamina.Mezz protection powers are about equal I'd say, but late-game, Invulnerability gets Invincibility, tough Hide and Unstoppable and regen only gets Instant healing, wich cannot be compared with unstoppable alone, let alone having all three(I will not even talk about moment of glory that is both out-of-concept and does not suck but is "meh" at best as a tier 9).See?late game they are pretty close, VERY difficlt to say which is better.
MoG does suck i respeced it out pretty much as soon as I got it. I think Invun is a gd set as well but the one thing that i think makes the difference in the two set its regen's get Revive ... Which is very useful if ur dead and the tank gets in over there head... and u can start to make the tanks life a lot lot easier. If u find ur self face planted
Is not going to remain VIP after Jan 14th 2012, but may remain an active Premium account holder.
See some of you guys/gals in other/new MMOs Soon(tm)
N.B. If you are going to do smt, please do it or GTFO and STFU nab
Well, having both regen and invuln scrappers at 50 I believe I can compare those two equally.
First of all, invuln:
Pros
-Invuln can take a load of damage, also good for taking alphas.
-We get unstoppable which is really nice (Yay for tanking AVs!).
-Invincibility is a great power when slotted with 3x def SOs. Also good for small teams where you can tank.
-Dull pain is your heal and a good heal it is. Also boosts your max hp by quite a bit.
-You resist two of the most common damage types well. 50% smashing and lethal resistance is just great.
Cons
-No psi resistance, I dont think I even have to say that psionic foes will pose a threat.
-Not too good for soloing as you dont have a heal that's up every fight
-The set doesnt provide any kind of +recovery or +end. You may end up out of end in prolonged fights
Then regen:
Pros
-Soloing is easy for a regen, the smaller the mobs are the better regen is.
-Quick recovery, need I say more?
-Dull pain, same as invuln but it's even better for a regen. The more max hp you have the higher amount of hp you regain over time
-From what I've heard, regen is better for pvp
-Basically you "resist"* every type of dmg just as much so it doesnt matter what type of damage your foes have.
Cons
-You cant really take alphas without dull pain and sometimes may end up eating the carpet even if you have it on
-Big hitters such as AVs will tear through your regen
-Lack of a proper "godmode" power. MoG just isnt a godmode, more like a panic button.
*You still regain the same amount of hp/sec be it psi, lethal, fire or any other type of damage
That's pretty much it. May have forgotten something but oh well, I'm not completely awake yet
- @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
[ QUOTE ]
MoG does suck i respeced it out pretty much as soon as I got it.
[/ QUOTE ]
Good to see you gave it a chance...
I still have MoG on my MA/regen at lvl 50, just dont know if I should include it in my pvp build or not. I find it actually useful with just the default slot in it as a panic button. At least more useful than revive!
- @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
I would keep MoG, and try to slot it with 2 IOs, currently I have a defense/recarge in it and a recharge/resistence. MoG does it's job and it does it well when needed.
I'm thinking of a MA/Inv myself. Haven't got the time to plan it but what should I try to boost? Recharge or Defence? I'm guessing there is no way to shorten to Unstoppable's recharge to ~70seconds like SR's can do with Elude.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
The problem with inv is the misconception of it being a resist set.No it isn't.If you play it this way it will be gimped because non-smash/lethal resist powers are too low.
Instead, Inv is a set that combines near-SR defense(sometimes more, depending on number of foes) combined with enormous hp(from Dull Pain, which is absent in SR line). Now, because this is abit non-focused strategy, the dev's have given it the "bonus"(NOT main strategy) of having resist TO S/L DAMAGE , the most common damage taken. Other resists are minimal, SR has practically better(do you know that each passive in SR gives resist to everything as your hp drop?can theoretically reach 57% vs, anything.Yup, with the passives.Practically you will get about 25-30. Power description doesn't say it)
So, the focus on Inv is this:
a)MUST...REACH...PERMA-DULL PAIN...Important part of Inv strategy.You will only need about 40 per cent recharge, however.Don't overdo it if not necessary.
example:Crushing Impact will give u both Rech, Acc, and hp.
Also, psi-resistance
b)ranged defense.You already have good defense, and since largest portion of melee damage(even from sets like energy melee) will be S/L you need not worry melee.Example: Red fortune will give u recharge, ranged defense, and low damage bonus that can't hurt. Slot it in Invincibility, Weave(or if u dont have it,Tough Hide, out of need). Another neat advice: Use resist physical damage's useless slot for steadfast protection:defense 3 per cent all types baby!
c)Once u get the 40 per cent rech needed(u can;only 3x crush imp., 2x red fort, 2x special Gambler's enhs in, like,
Combat jumping or Stealth or whatever is a simple example), THEN you should focus on
getting mezz protection, probably the 2 mezz special enhs from aegis and imper. Psionic resistance is useless if u hunt for it, good if u only get it as "xtra", like in Impact.That is because Invincibility and tough hide wont work against it, so building on it will never fill the psi-hole, THOUGH HP AND (some attacks)RANGED DEFENSE MIGHT.
Final answer:reach 40 per cent rech(get hasten too) and then boost defense and hp.(using 2 enhancements to increase mezz protection isn't boosting, since it requires no great slotting strategy)
Correction: When i said 40 per cent recharge for perma-dull pain I meant 40+70(hasten)+90(dull pain enhancements)=200 per cent. Only 40 per cent is needed from sets, though.
I'd disagree with the "Invul is a Def based set" argument - 2 defense powers vs 6 resistance ones. Take out the passives, and we have 1 defense power vs 3 resistance powers, one of which lowers defense. Plus, when you start taking on higher foes, your defense is negated that much easier, making your resistances even more important.
On the topic of Kat/Invul Scrappers - well I love mine and I've played plenty of Scrappers - this is the only one that didn't bore me to death by lvl 20. Divine Avalanche I'll admit helps to boost your defense to Lethal and Melee quite a lot, but Invul still remains a resistance set in my eyes, with some nice defense boosting powers.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
Look at the powers;
The Important powers in Inv are(percentages with 3 SO)
Temp. Inv(40 per cent s/l res)
Uny stance(mezz protection, -5 def, 5,5 s/l res, 12,5 rest)
Invincibility(6 per cent def +1.8 per foe in melee range, up to total of 24 per cent(!))
Tough Hide(6 per cent defense)
Unstoppable(god mode)
Dull Pain(+max hp)
Result: NOONE WILL GET RESIST ENERGIES/ELEMENTS, so
resist to s/l=45,5 per cent +6,7(resist physical obligatory) + tough(18)=70 per cent
resist to everything non-psi, non-s/l=12,5 per cent(=ZERO)
defense:-5(Uny)+6(T.H)+6(Inv basic bonus)=7 per cent=important, even with no melee foes.
With 10 melee foes defense =25 per cent=great.
Note:Unstoppable is a god-mode, not a "resist power". Actually, it doesnt even stack with resist powers, since it caps all non-psi resists...combos with defense + hp BETTER!
Now compare these insignificant resists(12,5 per cent?COME ON!!!)WITH Super reflexes up-to-57-per-cent-vs-all RESISTS.Did u saw that "detail" in my post?So, Invulnerability ONLY HAS RESISTS VS. SMASH/LETHAL, it's the hp+def combo that does the trick. If you play resists, You will suck against everything non-smash/lethal, not just everything psi... Instead of watching the quantity of powers, look at their stats. As u can see,for example, Unyielding can HARDLY be described as a resist power. Compare it to FIRE(yes, fire, the offensive set) Plasma shield:TANKER's unyielding gives 10 per cent smash/lethal, 16 per cent else. Plasma gives 47(!!!) per cent fire/energy/NEG ENERGY resist(plus mezz protection as unyielding), and even 16 per cent vs. cold, which is supposed to be fire's achilles heel(uny doesn't vs. psi)...Not saying Inv is gimpy:just its secret is in the combination of hp+def,whith s/l resist as an "extra"for not being focused.THERE IS NO SUCH POWER AS RESIST ELEMENTS/RESIST ENERGIES, and Uny, as u saw, is mostly mezz prot, not resist(12,5 per cent with 3 SO lol).
so, 2 resist powers, one of which sucks(T.Invulnerability, resist physical) and 2 great defense powers=defense set.
I see your characters in your signature:though i think you are not inexperienced(no high-lvl, but many mid-lvl alts, so experienced enough imho) when your katana/inv gets invincibility and slots it, watch your scrapper TANKING(I have done it for4-5 ppl teams in unyielding missions, since tanks are abit hard to find)you will see invincibility and tough hide are not as great as ppl think;they are BETTER.
Note: 12,5 per cent resists are useless because the guy will b dealing 87,5 per cent damage, alot.
BUT basic accuracy is 50 per cent, not 100 per cent, so 24 per cent defense=half hits vs. anything.(note:30 per cent defense with weave!vs. melee, 45 per cent with divine avalanche!imba only 5 per cent chance to hit you!)even to-hit buffs and accuracy stuff due to lvl difference, a 24 per cent(even a 7 per cent) defense bonus is important, exactly because base accuracy , unlike damage, is NOT 100 per cent, so same percentages=more important for defense.
I can hardly read all that, but I've tried my best.
The important powers would be Temp Invulnerability, Dull Pain, Unyielding, Invincibility and Unstoppable - Tough Hide is nowhere near important power (to me).
I also have an Invul/Energy Tank at 20 and an Energy/Invul Brute at 20 - both are much more resilient than my Stone/Fire Tank and Energy/Energy & Elec/Elec Brutes respectively. Unstoppable is still a pipe-dream for me.
Here's some stats of my own:
Invul Tank without the 4 passives out of Unstoppable using lvl 50 IOs:
Defense
S 5.3%
L 5.3%
E 5.3%
N 5.3%
P -5%
F 5.3%
C 5.3%
M -5%
R -5%
A -5%
Resistance
S 55.5%
L 55.5%
E 15.8%
N 15.8%
F 15.8%
C 15.8%
P 0%
T 15.8%
With the 4 passives:
Defense
S 13.2%
L 13.2%
E 13.2%
N 13.2%
P -5%
F 13.2%
C 13.2%
M -5%
R -5%
A -5%
Resistance
S 67.4%
L 67.4%
E 27.7%
N 27.7%
F 27.7%
C 27.7%
P 0%
T 27.7%
With the 4 passives and some slots changed/added with Impervium Psi Resist IOs & the Steadfast Protection 3% Defense IO:
Defense
S 16.2%
L 16.2%
E 16.2%
N 16.2%
P -2%
F 16.2%
C 16.2%
M -2%
R -2%
A -2%
Resistance
S 67.6%
L 67.6%
E 27.1%
N 27.1%
F 27.1%
C 27.1%
P 15%
T 27.1%
Throw in Combat Jumping or Hover and that's another 2.5% Def unslotted to bring all your Defense above 0%. Of course, Midnight's Hero Designer only takes into account the first enemy for Invincibility so there is likely more Defense to be had. I'll compromise and say it truly is a Resistance and Defense set - you can't just use one or the other, both are need to function. Plus, the passives allow for some tasty IO slotting.
Note that the Scrapper percentages will be lower and that Divine Avalanche adds 23.8% Defense to Lethal and Melee when 3 slotted with lvl 50 IOs plus it can be stacked to provide a hefty 47.6% extra Defense to Lethal and Melee.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
With Divine Avalanche double stacked, all 3 toggles, all 4 passives, all 3 slotted with lvl 50 IOs including 3 Impervium Psi Resists and the Steadfast 3% Defense IO, with Combat Jumping unslotted:
Defense
S 14.5%
L 62.1%
E 14.5%
N 14.5%
P 0.88%
F 14.5%
C 14.5%
M 48.5%
R 0.88%
A 0.88%
Resistance
S 50%
L 50%
E 20.3%
N 20.3%
F 20.3%
C 20.3%
P 15%
T 20.3%
Add 1.1% Defense for Combat Jumping 3 slotted with lvl 50 IOs
Add 1% Defense for Combat Jumping 2 slotted with lvl 50 IOs
Add 0.5% Defense for Combat Jumping 1 slotted with lvl 50 IOs
[Edit] Actually, the 3 Resitance passives are 2 slotted with lvl 50 IOs and have 1 Impervium Psi Resist IO each [/Edit]
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
OK I will try to post in an easier to read way, you are right about that-I am not being ironic, just I normally hate forums, not really into computers, mostly pen & paper rpg's.
Now, your stats are correct but in your judgement you make a mistake; You do not take into account environment created by pool powers or min-maxing, only inv basic powers. That pool powers are:
a)the fighting pool available
b)the fact that 15 per cent defense is WAY better than 40 per cent resist.
(this is the reason why fire tanks that have imba resists but no defense are considered gimped by many players(not me)
So you cant say "look, 15 per cent defense vs. 20 non-smash/lethal resistance, resistance is more, so invulnerability is a resist set".
in general, 3-slotted tough hide and 3-slotted weave give you 6 per cent defense each(3.75 unslotted).Same as invincibility without melee foes.
Do the math:18 per cent-5 per cent=13 per cent.
With combat jumping:15.5 per cent.
each foe in melee gives you 1.8 per cent defense. max is 18 per cent, can we assume you will be getting 10?
that's 25.5 per cent defense.
IMPORTANT: BASE MOB TO-HIT-CHANCE IS, I REPEAT, 50 PER CENT, NOT 100 PER CENT.plus 6.5 per cent with lvl difference, but never gets 100 per cent like base damage.
So, even level foe has only 24.5 per cent chance to hit you (WITHOUT divine avalanche).That is way more important than
having 20 or even 30 per cent resist.
I repeat;You CAN play with resists;
But you will only be non-squishy against Smash/lethal opponents (70 per cent resist if min-maxed with 3-slotted tough), as 20 per cent resist to others is not enough to render you nigh-unkillable mini-tank.
And if u dont wanna b a mini-tank, why choose inv?
Defense, for the reasons I have stated twice, is a more important stat in coh in general if u wanna be a tough character.
a +3 mob has about only base 65 per cent chance to hit you
and deals 100 per cent base damage;So "hurt" the lower stat if you wanna be tough against his attacks, not his strong stat... common sense.
These are your stats for defense;
Defense
S 14.5%
L 62.1%
E 14.5%
N 14.5%
P 0.88%
F 14.5%
C 14.5%
M 48.5%
R 0.88%
A 0.88%
Dude, defense against melee is, as expected, very high(48,5 per cent) Now i told u the accuracy's mechanic, can u calculate an even level foe's chance to hit?
LOL he has 1,5 per cent chance to hit u!1,5 per cent
Even a +3lvl minion will only have about 20 per cent...
so what's better when a guy hits you:this or your 20 per cent resists;even your 50 per cent smash resist can't compare to that...
True, but this is taking into account things other than the invulnerability set - using other powers to boost defense doesn't make invulnerability a defense set.
For a broadsword / katana / dark Scrapper, the defense of invul is definately more worthy than the resistance due to +def/-acc powers. However, invul is still a resistance based set.
Whether 15% def is worth more than 20% resistance in your opinion doesn't matter, the resistance provided is greater than the defense provided, therefore, the main focus is resistance. Personally, I'd rather have a guarantee that when I get hit, I get hit for 20/30/50/60% less, rather than relying on a random number generator.
Then there's the PvP vs PvE debate - resistance is better for PvP, defense is better for PvE. I'd tend to agree with this blanket statement as there are a lot more ways to overcome defense than there are to overcome resistance. Sure, more damage does it, but that will hit the defenive player even harder when it gets through too - being hit more when you have resistances isn't as big a deal than being hit through elude.
Which leads us to higher lvl mobs. That 50% chance to-hit goes up with mob lvl, so fighting +2s/+3s (as most people apparently do) means you're being hit even more, making your defense that little bit less helpful. Again, sure, the resistance set is getting hit harder, but the defense set is getting hit even harder, and more often than before.
[Edit] It seems you already covered my last point. It still stands though [/Edit]
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
I am really glad for your feedback. Do not consider my arguments as criticism to your playstyle, just 2 people giving their opinions to each other so both get to view the point from another perspective.
Also, your PvP vs PvE argument does stand.A mob has base 50 per cent chance to hit you, but a player doesnt he got enhancements and special to-hit bonuses even pre-I9.
I want to ask u though if u got what I said about Super Reflexes giving 57 per cent(practically 25-30) resistance toeverything due to "detail" of reflex passives. Few players know that.Well, it doesn't have inv's hp though. So, opinion on that?
Yeah, I haven't taken an online debate to heart for a while It's just light hearted talk about a game after all.
TBH I haven't played SR Scrappers (or Stalkers for that matter) past the teens so I have little first hand experience with them. I knew there was some bonus for lower HP with the passives, but I didn't know it was that high.
@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"
[ QUOTE ]
Dude, defense against melee is, as expected, very high(48,5 per cent) Now i told u the accuracy's mechanic, can u calculate an even level foe's chance to hit?
LOL he has 1,5 per cent chance to hit u!1,5 per cent
[/ QUOTE ]
Actually the enemy has 5% chance to hit you as that's the lowest you can debuff their acc / chance to hit you.
And that's also for even level foes... A +1 will have also 5% chance to hit you, +2 will have 11%, +3 will have 17% etc.
Oh, one more thing... Can you post a katana/invuln build with all passives, toggles, tough, weave, CJ / hover slotted to the maximum? :P
And a build like that which would work...
There's just no point in debating how much resistance/defence you can have if you cant have a working build with those values
- @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
I came up with this build, which btw would be awfully expensive on sets, but hey ho, that will give you a strong reason to keep playing your toon after he hits 50:
Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Kat-Inv: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Acc/Dmg:50(17), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 2: Temp Invulnerability -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(3), Aegis-ResDam/Rchg:50(3), Aegis-EndRdx/Rchg:50(5), Aegis-ResDam/EndRdx/Rchg:50(5)
Level 4: Flashing Steel -- Sciroc-Dam%:50(A), Sciroc-Acc/Dmg/EndRdx:50(13), Sciroc-Acc/Dmg:50(15), Sciroc-Dmg/EndRdx:50(17), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Rchg:50(25)
Level 6: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(7), Mrcl-Heal/EndRdx:40(7), Mrcl-Heal/EndRdx/Rchg:40(9), Mrcl-Heal/Rchg:40(11), Mrcl-Heal:40(11)
Level 8: Divine Avalanche -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(42)
Level 10: Resist Elements -- ResDam-I:50(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Unyielding -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(37), Aegis-ResDam/EndRdx/Rchg:50(43)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Soaring Dragon -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg:50(27), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29), LkGmblr-Rchg+:50(46)
Level 30: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(31), Aegis-EndRdx/Rchg:50(31), Aegis-ResDam/EndRdx/Rchg:50(34)
Level 32: Golden Dragonfly -- Sciroc-Dam%:50(A), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Acc/Dmg:50(33), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(34)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 38: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(40), Aegis-ResDam:50(43), Aegis-ResDam/Rchg:50(45), Aegis-ResDam/EndRdx/Rchg:50(46)
Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Focused Accuracy -- HO:Cyto(A), HO:Cyto(45), HO:Cyto(45)
Level 47: The Lotus Drops -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(48), M'Strk-Acc/EndRdx:50(48), M'Strk-Dmg/Rchg:50(48), M'Strk-Dmg/EndRdx:50(50), M'Strk-Acc/Dmg:50(50)
Level 49: Resist Energies -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-EndRdx:50(A), Clrty-RunSpd:50(46), Clrty-Stlth:50(50)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+9,3% Defense(Fire)[*]+9,3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+9,25% Defense(Psionic)[*]+4,88% Defense(Melee)[*]+6,75% Defense(Ranged)[*]+20,5% Defense(AoE)[*]+32% Enhancement(Accuracy)[*]+5% Enhancement(Heal)[*]+32,5% Enhancement(RechargeTime)[*]+110,5 (8,25%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 23,3%)[*]+MezResist(Immobilize) (Mag 29,9%)[*]+MezResist(Sleep) (Mag 21,7%)[*]+MezResist(Stun) (Mag 21,7%)[*]+MezResist(Terrorized) (Mag 20%)[*]+5% Recovery[*]+30% Regeneration[*]+0,95% Resistance(Fire)[*]+0,95% Resistance(Cold)[*]+6,25% Resistance(Negative)[*]+8% Resistance(Psionic)[*]+20% RunSpeed[*]+7,5% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Crushing Impact[u]
(Sting of the Wasp)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +15,1 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2,5% Resistance(Psionic)[/list][u]Steadfast Protection[u]
(Resist Physical Damage)<ul type="square">[*] +3% Def(All)[/list][u]Aegis[u]
(Temp Invulnerability)<ul type="square">[*] +5% RunSpeed[*] +1,575% Def( Fire, Cold)[*] +2,5% Debt Protection[*] +3,13% Defense(AoE)[/list][u]Scirocco's Dervish[u]
(Flashing Steel)<ul type="square">[*] +10% Regeneration[*] +3,13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3,13% Defense(AoE)[*] +3,13% Defense(Psionic)[/list][u]Miracle[u]
(Dull Pain)<ul type="square">[*] +2,5% Recovery[*] +25,1 (1,88%) HitPoints[*] +5% Enhancement(Heal)[/list][u]Mako's Bite[u]
(Divine Avalanche)<ul type="square">[*] +MezResist(Immobilize) (Mag 3,3%)[*] +20,1 (1,5%) HitPoints[*] +3% DamageBuff[*] +MezResist(Held) (Mag 3,3%)[*] +3,75% Defense(Ranged)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] +7,5% Enhancement(RechargeTime)[/list][u]Miracle[u]
(Health)<ul type="square">[*] +2,5% Recovery[/list][u]Aegis[u]
(Unyielding)<ul type="square">[*] +5% RunSpeed[*] +1,575% Def( Fire, Cold)[*] +2,5% Debt Protection[*] +3,13% Defense(AoE)[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Crushing Impact[u]
(Soaring Dragon)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +15,1 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2,5% Resistance(Psionic)[/list][u]Luck of the Gambler[u]
(Invincibility)<ul type="square">[*] +7,5% Enhancement(RechargeTime)[/list][u]Aegis[u]
(Tough)<ul type="square">[*] +5% RunSpeed[*] +1,575% Def( Fire, Cold)[*] +2,5% Debt Protection[*] +3,13% Defense(AoE)[/list][u]Scirocco's Dervish[u]
(Golden Dragonfly)<ul type="square">[*] +10% Regeneration[*] +3,13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3,13% Defense(AoE)[*] +3,13% Defense(Psionic)[/list][u]Luck of the Gambler[u]
(Tough Hide)<ul type="square">[*] +10% Regeneration[*] +15,1 (1,13%) HitPoints[*] +7,5% Enhancement(RechargeTime)[/list][u]Aegis[u]
(Unstoppable)<ul type="square">[*] +5% RunSpeed[*] +1,575% Def( Fire, Cold)[/list][u]Multi Strike[u]
(The Lotus Drops)<ul type="square">[*] +MezResist(Sleep) (Mag 1,65%)[*] +0,945% Res(Fire, Cold)[*] +MezResist(Stun) (Mag 1,65%)[*] +1,88% Defense(AoE)[*] +1,88% Defense(Melee)[/list][u]Celerity[u]
(Sprint)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +20,1 (1,5%) HitPoints[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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It comes with a 75% resistance to everything but psionics (only 8%) plus a 10.5% defense to psionics, a 21% defense to fire/cold, 18.7% AoE defense and 14.7% defense to lethal, smashing, energy and negative energy. The Ranged defense sucks (4.9%) but can be sorted changng a couple of Crushing Impact sets by Mako's Bite. Melee defense is just a meager 3% but that's waht Divine Avalanche is meant for.
Having said that, these are the figures shown in the "Totals" screen on Mid's Hero Designer, I can see in the sets bonuses overall that figures are different (psi def), hence I guess that the Hero Designer is not adding some bonuses probably from a unique enhancement or something like that. Also same screen shows an insane recovery rate of 280% (4.67/sec).
Hey everyone. I was looking at my main(BS/Regen) and decided I really, really didnt like the feel of regen anymore. I loved it at early lvls when everyone was trying to get stamina and I had quick recovery, I loved it when I had Instant healing at 28, but sometime I think it reached a "cap" in its performance, and when it became "balanced" (as it should be) and I saw it was not the only way to go as I thought at start, I decided to roll something unimaginable pre-I9 that I always wanted to see (an inv scrapper) and see how it goes. He is currently 37 lvl and I post my build to get any advice.I do not have a hero planner so bare with me.
lvl 1:Resist physical damage(steadfast protection:defense)
lvl 1: sting of the wasp:Crushing Impact(all but acc/dam/end, dam/end/rech)
lvl 2:T,Invuln.:Titanium Coat(full set)
lvl 4: Dull Pain:Miracle(full set)
lvl 6:Build Up3xrech)
lvl 8.Avalanche:Crushing Impact(full set)
lvl 10:Combat Jumping:Luck of the gambler(global recharge)
lvl 12:Hurdle:Jump
lvl 14:Super Jump:Jump
lvl 16;Unyielding:Aegis(global mezz/psi rez)
lvl 18:Health:Intend on getting Numina's regen & recovery
lvl 20:Stamina:EndMod
lvl 22:The Lotus Drops:Multistrike(full set)
lvl 24:Hasten:3x recharge
lvl 26:Soaring Dragon:Crushing Impact(full set)
lvl 28:Invincibility:Red Fortune(full set)
lvl 30:Stealth:EndMod
lvl 32: Golden Dragonfly:Multistrike(full set)
lvl 35: Tough Hide(2x Defense)
Any comments/advice?also, where can i get an IO hero planner?