Kat/regen Questions


Arbegla

 

Posted

Howdy, I've played scrappers before, but wanted to finally dive into one like i have my Mastermind (min/max, research etc) so i wanted to pick some brains. I know regen loves recharge, so im leaning towards a recharge heavy/damage heavy build. My main question is which starting attack is better, Sting of the wasp, or Gamblers cut. With my current goal in mind, this is a rough build i threw together. Let me know what i can improve.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Count Olaf Remix: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(5)
Level 6: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(7), GSFC-ToHit/EndRdx(9), GSFC-Build%(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(40)
Level 12: Divine Avalanche -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def/Rchg(40)
Level 14: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-EndRdx/Rchg(37)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(17), Numna-Heal(37)
Level 18: Health -- RgnTis-Regen+(A), Numna-Heal(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/Rchg(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/Rchg(34)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-EndRdx/Rchg(31)
Level 30: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(36), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(39), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), Numna-Heal(45), Numna-Heal/Rchg(45)
Level 47: Resilience -- Aegis-ResDam(A), Aegis-ResDam/Rchg(48)
Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Acc/Dmg/Rchg(50), Dev'n-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Posted

Gambler's Cut

The default defensive chain of choice is Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. The default DPS chain of choice is Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. However, you may want Sting of the Wasp while leveling until you get your heavy hitters (Soaring Dragon and Golden Dragonfly).

If you're going for defensive, which is what I recommend, you'll want to slot Gambler's Cut as an attack, not for defense. Then you'll want 15% melee defense out of the rest of your build to get you to the soft cap. Easiest way is probably pool powers like Combat Jumping and Weave. Also pick up the Steadfast Protection unique, and if you want to fight uplevel, the Kismet unique.

It looks like you're shooting for a fairly low cost build. Is that true? I haven't dealt with a lot of low cost builds, so I'm not real sure what's possible, and how your build compares. But just eyeballing it, I'd say you'd probably be better off trading some of your regeneration rate and hit point bonuses for more recharge and defense. Getting Dull Pain to perma kind of negates most of the benefit of hit point bonuses, and you'll get more out of clicking your powers faster and having some defense than just having more regeneration. But recharge being one of the most expensive things in the game, if recharge is your goal, and you have a low budget, you may want to rethink your overall approach.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

the main idea is the spend as much as possible on him, which i thought would work best with +regen/+rech/+dam. before i posted a complete build though, i wanted to see which starter attack is best, and why. Would a defence build perform better then a pure rech/dam build? i dont want a travel power (ninja run, sprint and hurdle will work for me) so i didnt take CJ. i was thinking weave, and putting the +def steadfast into tough, but i wanted to get some professional advice before i starting throwin millions into this build. Its a reroll of my dual blades/regen, as im just not overly thrilled with dual blades. lemme know what ya think


 

Posted

Well, if the sky's the limit on the cost of the build, then you may want something like what I included below. This build was designed by Umbral, who is arguably the premier Regen expert on the forum, though we have plenty of experts. In my survivability spreadsheet, it got the highest score I've ever seen for a Katana/Regen. Val Blademaster plays this build, and has used it to solo four AVs at the same time without temps or inspirations, so it isn't just good on paper.

This is not, mind you, the only viable approach. If you WANTED to go the defense route, you could also create a soft-capped Katana/Regen. For reference, there's this thread regarding bAss_ackwards' planned soft cap build. In that case, it was soft cap on a relatively low budget. With unlimited funds, you could probably pick up more recharge and other goodies without giving up on the soft cap by buying the Gladiator's Armor +3% defense IO and other pricey things.

And of course you can always go for something in between. I have a lowish recharge, no Hasten, fairly high defense, fairly high hit point and regeneration build. It's very much NOT how we typically suggest people build, and it's a little out of date since I haven't changed it since I12, but it's still pretty competitive, even if not up to the current state of the art, and probably not quite how I would build one today.

But it sounds like you'd be comfortable with the conventional-wisdom and time-proven approach of recharge, recharge and more recharge. So here you go, Umbral/Val Blademaster's build, or at least SOME iteration of it (Umbral may have a more recent version, and Val Blademaster may not be playing this EXACT iteration of it):

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To answer specific questions and address specific points:
  • +regeneration is strangely-enough one of the least important parts of an optimal Regen build
  • a defense build probably won't perform better, but it won't necessarily perform worse
  • since travel powers accept the amazing Blessing of the Zephyr set, giving them up won't necessarily improve your performance


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

After looking over that build, and realizing i wouldnt have enough to dish out PvP IOs, this is what i came up with. Lemme know if the recharge is right to follow that chain you mentioned. it'll softcap melee/lethal, and hopefully give just enough other defence that my clicks can be recharged in time to negate the damage coming in. i cant seem to get away from regen bonuses on a regen (i built for regen on my MM too.. its just something i like, passive healing without hitting stuff) so lemme know what you guys think.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Count Olaf Remix: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(43), Achilles-ResDeb%(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Heal-I(3)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(5)
Level 6: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(7), GSFC-ToHit/EndRdx(9), GSFC-Build%(9), GSFC-ToHit(31)
Level 8: Hurdle -- Jump-I(A)
Level 10: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(40), Dct'dW-EndRdx/Rchg(40)
Level 12: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(13), LkGmblr-Rchg+(13), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 14: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-EndRdx/Rchg(37)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), RgnTis-Regen+(17), Numna-Heal(37)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(34)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29)
Level 30: Boxing -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(42), Rope-Acc/EndRdx(48)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(48)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), Aegis-ResDam/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), Numna-Heal(45), Numna-Heal/Rchg(45)
Level 47: Resilience -- Aegis-ResDam(A), Aegis-ResDam/Rchg(48)
Level 49: Weave -- RedFtn-Def(A), RedFtn-EndRdx(50), RedFtn-Def/EndRdx(50), RedFtn-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Quote:
Originally Posted by Arbegla View Post
i cant seem to get away from regen bonuses on a regen (i built for regen on my MM too.. its just something i like, passive healing without hitting stuff)
Same here. I pack way more regeneration than I would consider optimal because I LIKE it. My Katana/Regen has over 700% regeneration despite it being dwarfed by the clicks. My Katana/Dark has a whole lot of regeneration too, despite it being dwarfed by Dark Regeneration. I feel compelled to recommend against it because I don't consider it optimal, but I do like having it.

I'll have to take a look at the build later.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Werner View Post
Same here. I pack way more regeneration than I would consider optimal because I LIKE it. My Katana/Regen has over 700% regeneration despite it being dwarfed by the clicks. My Katana/Dark has a whole lot of regeneration too, despite it being dwarfed by Dark Regeneration. I feel compelled to recommend against it because I don't consider it optimal, but I do like having it.

I'll have to take a look at the build later.
I'm the same way. I like it when Reconstruction gathers dust in my tray because I never click it.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

why is it regen is so wasteful on a regen? and does that build seem like it'll be able to do crazy things? like +4/8 or solo AVs?


 

Posted

Quote:
Originally Posted by Arbegla View Post
why is it regen is so wasteful on a regen?
The simple answer is that you've already got boatloads of damage recovery capability so it's actually better to reduce the amount of incoming damage via defense thereby allowing your already substantial damage recovery to begin acting on a smaller pool of incoming damage.

The more complicated answer is that damage recovery scales linearly and damage mitigation scales exponentially. Each quantity of +regen you get adds the same amount of hp/sec to your damage recovery as the last similarly sized quantity. For damage mitigation, the more you've got, the more it does to you because it's decreasing the incoming damage exponentially (because it's 100/(100-x), so 90% mitigation is actually 10 times stronger than 0% mitigation). Now, because */Regen already has boatloads of damage recovery (factoring in self heals and whatnot, you're generally managing ~100 hp/sec), each additional increase to damage recovery is going to be comparatively minor, i.e. increasing 100 hp/sec to 103 hp/sec is a tiny increase because you're starting off with such a huge capability. Conversely, because */Regen has so much damage recovery, each increase to damage mitigation is even larger than it would be because you're functionally increasing the size of your damage recovery by the inverse of the amount that you're reducing the damage; i.e. 100 hp/sec with 40% mitigation is functionally 166.67 hp/sec.

The easiest way to visualize this is to view your survivability as the area of a rectangle wherein your damage recovery is the length and your damage mitigation is the width. When you've got a very large length (damage recovery), you get more area by increasing the width (damage mitigation). Conversely, when you've got very high width (damage mitigation), you get more area by increasing the length (damage recovery). This is why */Regen benefits more from increasing its damage mitigation capabilities (generally through defense) and most of the other sets gain substantial benefits by increasing their damage recovery (through +hp and +regen; but only after they have managed to top out their damage mitigation).


 

Posted

Quote:
Originally Posted by Arbegla View Post
After looking over that build, and realizing i wouldnt have enough to dish out PvP IOs, this is what i came up with. Lemme know if the recharge is right to follow that chain you mentioned. it'll softcap melee/lethal, and hopefully give just enough other defence that my clicks can be recharged in time to negate the damage coming in. i cant seem to get away from regen bonuses on a regen (i built for regen on my MM too.. its just something i like, passive healing without hitting stuff) so lemme know what you guys think.
Well, first things first, you seem to be placing inappropriate slotting emphasis on powers. GC should get the Hecatomb before SD, if for no other reason than you'll be using the attack and proc much more often. The comparative increase to your DPS is actually much larger, especially since both of them are getting fundamentally the same +dam enhancement.

Also, Obliteration should be a 6 piece set bonus. Don't just cap it at 5 pieces because you don't think you need the +def(melee). If you get 27.6% +def(melee), you'll be able to softcap your melee defenses with only a single application of DA, which means that you'll be able to use a better attack string (because DA is actually a rather large drain on your DPS).

Remember that DA is an attack and it should be slotted as such. If you're going to short slot DA, you're going to be reducing your DPS.

Other than that, there's still a lot of just generally wasted slotting. You put 2 slots of Aegis into MoG and Resilience just to get another 5% +move set bonus. You could just as easily use straight up common IOs and get more out of the power. You put 2 piece Perf Shifter into PP without using the Perf Shifter proc even though the proc would do you substantially more than that EndMod/Rech.

Honestly, from what I can tell, you're not really getting much more with this build than you could get with an SO Kat/Regen build. Both builds are spamming DA as often as possible for 90% of the mitigation, virtually ignoring ranged and AoE defenses (which you're definitely going to want). The only real advantages you're getting is an increase in base movement speed and a bit of recharge. Functional increase in defense beyond DA just isn't present.


 

Posted

Alrighty Umbral, I read your words of advice, and rearranged a few things. With one application of DA, I'll manage around 40% melee defence, which isnt quite soft capped, but if anythings really beating me up through that, I'll still have my clicks, or I could just double stack DA. I know the regen timer is based off percent (3% per tick actually) so that was my goal, to maintain a 3% regen, which i managed to do. I think dual pain is perma, or atlest close enough (i'm 18 seconds away from perma without hasten, hasten puts me at a 12 second overlap.. so off hand i think its about perma) I'm going to rearrange my powers later, i just wanted to get the rough build down first, then level it up. What do you think about it so far? Did i manage to get rid of most of the wasted slots?

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Posted

Quote:
Originally Posted by Arbegla View Post
What do you think about it so far? Did i manage to get rid of most of the wasted slots?
It looks pretty decent, though you're still underslotting MoG bad. I needs recharge more than anything else and you've got absolutely none slotted in there. Once you get to 38 and start playing around with MoG, you'll learn exactly why so many */Regen Scrappers laud it as amazing. Personally, I use it more than Recon, honestly. It's friggin' awesome.

What you may want to think about is pulling two of the slots from Health (because they're only adding a paltry 34% +regen), leaving it with a single level 50 common healing IO, and putting them into MoG for a couple level 50 common rech IOs. That'll bring the recharge down to ~80 seconds from ~110 seconds.

Since you've also got perma-DP with a 7 second overlap, +hp set bonuses aren't going to be doing you much good, so you might also want to think about outright replacing those Perf Shifter EndMod/Acc in QR and Stamina for level 50 common IOs. That'll net you another .15 end/sec.

Of course, since you've also got Conserve Power, you can probably shave a slot or two from Stamina in order to shift some slots around. If you took just the basic EndMod off, you could shift a slot to Tough or Resilience to move the Steadfast 3% +def IO out of MoG for the LotG Def/Rech, which would shave about 3 seconds off of MoG and get you a 10% +regen set bonus. Conversely you could simply slot the Steadfast Protection IO straight into Resilience (because enhancing a power as bad as Resilience is pretty much pointless) and move the shaved slot, along with a few other potential shaved slots, into IH for 5 piece Doctored Wounds (and another 5% +rech set bonus).

Another thing to think of would be tweaking the slotting on Weave to get an LotG +rech IO in there. You could shave a slot off and go with 3 piece LotG (+rech, Def, Def/End) which would net you another 10% +regen set bonus, 7.5% +rech, and slightly more +Def than you were getting otherwise. Another option would be going with 2 piece LotG (Def/End, +rech) and 2 piece GotA (Def/End, +move).

To round out that last slot to get IH 5 slots, you could pull one from Tough, and switch the slotting to 4 piece Reactive Armor (for some +def goodness).


 

Posted

I'm not thinking recovery is going to be much of an issue, with stamina, QR, and PP. Especially with three perf shift +end procs (average of .2end/second per proc..) Conserve power is really only there for cuz i need it for PP. In this build I took your advice, and moved some slots around, specifically the ones in QR, and stam, plus knocking abit off of health and fast healing.

I still get 2.98%regen/second, which is close enough to 3% to not really matter on the ticks. I know I lowered the DPS on Divine abit, but it increased my overall melee defence to 43%, which is quite abit higher then 40% (in terms of chance to hit, I understand defence pretty well) and thats with only a single stack, so my DPS rotation wont need to double stack DI. I lowered my AoE defence a little, but I think having IH slotted up, and MoG better slotted with counter act that pretty well. In order to get doc wounds into IH, I had to move around a 5% rech bonus, and DI seemed like the best best, as I was only using the crushing impacts for the 5% rech bonus (everyone else was just gravy)

I know I still kept alot of +move bonuses, but without a travel power, I wanted ninja run to be as near max movement speed as I could.

Im thinking the rotation would be something like DI->GC->SD->GC->GD->GC then repeat, think I could manage that with the recharge and slotting I currently?

Of course, it'll change up abit with AoE, and I'm not sure with Flashing steel and lotus drops will actually net a DPS increase (how many mobs would actually justify using them? I know so much about range AoE, that Melee AoE sometimes confuses me.

Anyway, here the build.

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Posted

I hadn't seen the Umbral build before, so I've been looking it over. I noticed there is an Achilles Heel proc in GC, but a Fury of the Gladiator proc in GD. Is there a difference between them? The Achilles isn't unique, and last I looked it was a heck of a lot easier to get hold of. Is there something I'm missing, or could both powers have the Achilles proc?


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

The Achilles proc doesn't stack with itself from the same caster, but the Fury of Glad is a different one and can stack with Achilles.


 

Posted

I took Umbral's build and tweaked it a little to fit my play style a bit more, I can't lose Build Up even if over time Tactics provides more To-Hit overtime.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23)
Level 12: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Integration -- RgnTis-Regen+(A), Heal-I(31), Panac-Heal/+End(31), Panac-Heal(31)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- GA-3defTpProc(A), HO:Ribo(36), HO:Ribo(36)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 28: Instant Healing -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(40), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), HO:Enzym(42)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), FotG-ResDeb%(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(46), HO:Enzym(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

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Virtue: @Santorican

Dark/Shield Build Thread