Been gone a while...
as an example...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Catwhoorg: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(3), GS-Dam/End/Rech(3), GS-Acc/End/Rech(5), GS-Acc/Dmg/End/Rech(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Heal-I(A), Heal-I(7)
Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), LdyGrey-%Dam(13)
Level 4: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal(15), Panac-Heal/EndRedux/Rchg(17), RechRdx-I(17)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(19), EndMod-I(19)
Level 8: Follow Up -- HO:Nucle(A), HO:Nucle(21), HO:Nucle(21), HO:Membr(23), HO:Cyto(23), Mako-Dam%(25)
Level 10: Air Superiority -- GS-Acc/Dmg(A), GS-Dam/Rech(25), GS-Dam/End/Rech(27), GS-Acc/End/Rech(27), GS-Acc/Dmg/End/Rech(29), T'Death-Dam%(29)
Level 12: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(33), RechRdx-I(33)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 16: Integration -- HO:Golgi(A), HO:Golgi(34), HO:Golgi(34)
Level 18: Focus -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(34), Apoc-Dmg/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(36), ExStrk-Dam%(37)
Level 20: Swift -- HO:Micro(A), HO:Micro(37), HO:Micro(37)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40), Sciroc-Dam%(42)
Level 28: Instant Healing -- RechRdx-I(A)
Level 30: Spin -- FotG-Acc/Dmg(A), FotG-Dam/Rech(42), FotG-Dam/End/Rech(42), FotG-Acc/End/Rech(43), FotG-Acc/Dmg/End/Rech(43), FotG-ResDeb%(43)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(46), Posi-Dam%(46)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(46)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A)
Level 41: Tactics -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
Level 44: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(50), UbrkCons-Acc/Rchg(50), UbrkCons-EndRdx/Hold(50)
Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Not really optomised for anything but being a solid effective team-mate when exemping.

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Virtue: @Santorican

Dark/Shield Build Thread
In my case at least, I wanted a practical, general-purpose build with a real travel power and passable AoE, because my AV specialists have neither. Taking Blessing of the Zephyr keeps travel powers from being a total waste, but if you were willing to go travel-powerless (perfectly viable IMHO), there *might* be something better to do with the power choice and slots. In this case, it just wasn't something I even looked at.
But all of this came together for the most part before Ninja Run. I'm still happy with my choice, but I would look MUCH more carefully at travel-powerless if I were starting over today. |
Out of curiosity, what would a "limitless budget build filled with purple sets" look like? I'm looking to rebuild my claws/regen who isn't slotted as much for regen/def as I would like, but already has 75% or more of the damage-based purps, and 4/5 LotG Rech's.
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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: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- Empty(A)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(9)
Level 6: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(9), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(11), Panac-Heal(13)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Panac-Heal/+End(27), Panac-Heal(27)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dam%(31)
Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(48), GA-3defTpProc(50)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37), Dct'dW-Heal(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46), Mrcl-Rcvry+(48), EndMod-I(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Says who? Last I checked they were 100 million. Besides you can buy them for 200 merits a piece and if you do Breakup clockwork and skulls mission in Oroborus you'll get 200 merits pretty quickly.
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Why is this mish so special? Is there one higher than exemping down to level 10?
Just came back from a little over a year hiatus also.
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
Not worth it on a standard recharge build. Dull Pain and the accolades will have you almost to the hit point cap, beyond which +hp bonuses are largely wasted. They're still useful when Dull Pain is down, but you may find that to be an uncommon occurrence and not worth any build compromises.
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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. |
Umbral, quick question....wouldn't it be better to slot the purp into slash instead of focus, since it does more dmg? Also, no Armageddon in Spin or Evisc?
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
I'm not sure if I'm missing something here, but my (incomplete) build looks like it has quite a bit more Def and Res than the build Umbral posted. The only place that doesn't add up is the def against melee/ranged/AoE, which in the total section is showing -10%. Maybe I'm just not reading this right (first time I've used Mids). Anywho...here's the build I have.
P.S. This was before I was told +HP is pretty much useless
P.P.S. My rech is only reading -7.5% to Umbral's build, but that can be caught up with 1 LotG which I have a spot left open for.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Topher Wade: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(3)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(3), Heal-I(9), Numna-Heal(27), Heal-I(37)
Level 2: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal(5), Numna-Heal/EndRdx/Rchg(11), Mrcl-Heal/Rchg(34), Mrcl-Heal(42), Mrcl-Heal/EndRdx/Rchg(45)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5), EndMod-I(7)
Level 6: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(43), Achilles-ResDeb%(45)
Level 8: Swift -- Flight-I(A), Run-I(9), Flight-I(19), Flight-I(23)
Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(31), Mrcl-Heal(36), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13)
Level 14: Fly -- Flight-I(A), Flight-I(15), Flight-I(15)
Level 16: Integration -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Focus -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(33), Apoc-Dmg/EndRdx(36), Apoc-Acc/Rchg(43), Thundr-Dmg/Rchg(46)
Level 20: Resilience -- Aegis-Psi/Status(A), Aegis-ResDam(21), ResDam-I(21), ResDam-I(36)
Level 22: Hurdle -- Jump-I(A)
Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dam%(34), Dmg-I(37), Armgdn-Acc/Rchg(40), Empty(43)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Heal/EndRdx(50), RechRdx-I(50)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Dmg-I(33), RechRdx-I(33), Ragnrk-Dmg/EndRdx(37), RechRdx-I(46)
Level 35: Revive -- RechRdx-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), LkGmblr-Def(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Focused Accuracy -- Rec'dRet-Pcptn(A), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(48)
Level 44: Recall Friend -- TSM'n-Rng(A)
Level 47: Invisibility -- Empty(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 49: Stamina -- EndMod-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
Umbral, quick question....wouldn't it be better to slot the purp into slash instead of focus, since it does more dmg? Also, no Armageddon in Spin or Evisc?
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Assuming I'm reading you correctly, the answer to your question is, in fact, a resounding "no". First off, the purple set, as I have slotted it, actually provides less +dam than the set up for Slash, not that 8% +dam is actually going to be doing much anyway. Secondly, +dam isn't the only thing that is being enhanced in the powers. The real reason to use the purple set in FU rather than Slash is because the purple set provides 90% +rech while the rare set only provides 43% +rech.
Slash, thanks to its already low base recharge time (4.8 seconds), has no real need for a huge amount of +rech beyond what it is given globally. FU, however, with its incredibly long (comparatively) recharge (12 seconds), has need for as much +rech as humanly possible so that you can stack up as much +dam and +tohit as possible (not to mention that the "real" damage contribution from FU is actually much higher than that of Slash simply because 37.5% +dam for 10 seconds more than makes up for a 5 point deficit in base DPA).
Spin and Evis don't have purple sets in them because of the set bonuses. Meaningful enhancement value differences between Obliteration and Armageddon don't really exist (all the purple set really provides is more end redux and that's not something Claws/Regen really has need of). All you would really save on that end is a single slot, which is more than made up by Obliteration's 6 piece set bonus.
Armageddon provides a bit more +recov (redundant), a tiny bit of fire and cold resistance (ignorable to useless), 15% +acc (redundant thanks to FU being so friggin' awesome), and 10% +rech. Obliteration provides stun resist (useless), 3% +dam (quite nice, especially when you stack it up), 9% +acc (largely redundant for reasons previously mentioned), 5% +rech, and 3.75% +def(melee). The comparative benefits of Armageddon to Obliteration are 6% +acc, 5% +rech, and 1 more slot while losing out on 3.75% +def(melee) and 3% global +dam. 3.75% +def(melee) simply blows the loss of 5% +rech out of the water (considering those are the only real comparisons) which is why I went without.
I'm not sure if I'm missing something here, but my (incomplete) build looks like it has quite a bit more Def and Res than the build Umbral posted. The only place that doesn't add up is the def against melee/ranged/AoE, which in the total section is showing -10%. Maybe I'm just not reading this right (first time I've used Mids). Anywho...here's the build I have.
P.S. This was before I was told +HP is pretty much useless P.P.S. My rech is only reading -7.5% to Umbral's build, but that can be caught up with 1 LotG which I have a spot left open for. |
Next time you put together a build, don't turn every accolade on. The only accolades that you should ever bother turning on are the passive accolades because Mids' assumes that, if you have the click accolades, then you are using them (i.e. that they are on at all times rather than the pittance of time they are really on).
You had all of the accolades turned on which is why you had such high defense numbers and recharge. In reality, you only have 8.7% +def(all) and 62.5% +rech.
Next time you put together a build, don't turn every accolade on. The only accolades that you should ever bother turning on are the passive accolades because Mids' assumes that, if you have the click accolades, then you are using them (i.e. that they are on at all times rather than the pittance of time they are really on). |
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
Umbral, wouldn't it make the most sense to keep the Numina/Miracle Uniques in Fast Healing?
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
The +recovery of the Numina and Miracle uniques are enhanced by the endurance enhancement in the power they're in. So it makes sense to put the Miracle unique in Physical Perfection for the extra recovery that provides.
Similarly, the +regeneration of the Numina and Regenerative Tissue uniques is enhanced by the health enhancement in the power it's in. So it makes sense to put the Numina unique in Integration, since it has more health enhancement than Fast Healing.
"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
The +recovery of the Numina and Miracle uniques are enhanced by the endurance enhancement in the power they're in. So it makes sense to put the Miracle unique in Physical Perfection for the extra recovery that provides.
Similarly, the +regeneration of the Numina and Regenerative Tissue uniques is enhanced by the health enhancement in the power it's in. So it makes sense to put the Numina unique in Integration, since it has more health enhancement than Fast Healing. |
Is claws/regen an AV solo-able build?
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007
It's not exactly an ideal combination for the job, but with enough effort and expense and skill, yes.
"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
The +recovery of the Numina and Miracle uniques are enhanced by the endurance enhancement in the power they're in. So it makes sense to put the Miracle unique in Physical Perfection for the extra recovery that provides.
Similarly, the +regeneration of the Numina and Regenerative Tissue uniques is enhanced by the health enhancement in the power it's in. So it makes sense to put the Numina unique in Integration, since it has more health enhancement than Fast Healing. |
Huge facepalm on my part here.
I always assumed it would be better to have them in an auto power. I was aware of the fact that it is enhanced by enhancements, but I didn't realize the base regeneration increase played a part in that as well. Thought it was just the enhancement value of the other enancements you have in the power (so a max of 95% no matter where you put it) that affected it.
That leads me to the conclusion that if Instant Healing were still a toggle then THAT would be the best place to put it.
It seems to me that the Regenerative Tissue would work best in Integration and the Numina's and Miracle would work best in Physical Perfection, since that is the only power available to a regen that accepts both healing and end mod enhancements. This assumes that I'm looking for maximum recovery bonus of course. If I were chasing more regen Numina's and Regen Tissue would go in Integration.
My conclusions here, being based on information I did not have until now, seem sound. Is that the case or do I need to rethink it?
Now I need a respec recipe........
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. |
Wb! :d
Huge facepalm on my part here.
I always assumed it would be better to have them in an auto power. I was aware of the fact that it is enhanced by enhancements, but I didn't realize the base regeneration increase played a part in that as well. Thought it was just the enhancement value of the other enancements you have in the power (so a max of 95% no matter where you put it) that affected it. That leads me to the conclusion that if Instant Healing were still a toggle then THAT would be the best place to put it. It seems to me that the Regenerative Tissue would work best in Integration and the Numina's and Miracle would work best in Physical Perfection, since that is the only power available to a regen that accepts both healing and end mod enhancements. This assumes that I'm looking for maximum recovery bonus of course. If I were chasing more regen Numina's and Regen Tissue would go in Integration. My conclusions here, being based on information I did not have until now, seem sound. Is that the case or do I need to rethink it? Now I need a respec recipe........ |
"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
Out of curiosity, what would a "limitless budget build filled with purple sets" look like? I'm looking to rebuild my claws/regen who isn't slotted as much for regen/def as I would like, but already has 75% or more of the damage-based purps, and 4/5 LotG Rech's.
Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG
Official Naturalized Citizen of Justice since 2007