DB/WP Respec: How does it look?


DaveMebs

 

Posted

I am about to hit 26th on this character and am thinking about a respec. I put this together to see how it would look and it seems to look pretty good on paper as it were.

I didn't want to go too heavily in one area except maybe regen, so I spread my enhancement sets out a little. I am not too sure it I went over the limit of 5 for bonuses. I will take a better look at it once I have it posted were I can see everything.

I mainly use Ninja Run as movement and would love to add Hurdle to the respec, but I would probably have to give up Fly and I am not too sure I want to do that as it is the only power I can put the WG: Slow Resist in which I think DB needs. Yes I do qualify for skipping the prereq for Fly.

This is what I came up with.

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

Click this DataLink to open the build!

BD Respec: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Power Slice

  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (11) Kinetic Combat - Knockdown Bonus
  • (36) Crushing Impact - Accuracy/Damage
Level 1: High Pain Tolerance
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Healing IO
  • (46) Healing IO
  • (46) Resist Damage IO
  • (48) Resist Damage IO
Level 2: Ablating Strike
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (5) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Kinetic Combat - Knockdown Bonus
  • (36) Crushing Impact - Accuracy/Damage
Level 4: Fast Healing
  • (A) Healing IO
  • (15) Healing IO
Level 6: Fly
  • (A) Winter's Gift - Slow Resistance (20%)
Level 8: Blinding Feint
  • (A) Crushing Impact - Accuracy/Damage
  • (9) Crushing Impact - Damage/Endurance
  • (9) Crushing Impact - Damage/Recharge
  • (11) Crushing Impact - Accuracy/Damage/Recharge
  • (13) Crushing Impact - Accuracy/Damage/Endurance
  • (36) Crushing Impact - Damage/Endurance/Recharge
Level 10: Indomitable Will
  • (A) Endurance Reduction IO
Level 12: Swift
  • (A) Run Speed IO
Level 14: Health
  • (A) Healing IO
  • (15) Healing IO
Level 16: Rise to the Challenge
  • (A) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Heal/Recharge
  • (17) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - Heal/Endurance/Recharge
Level 18: Vengeful Slice
  • (A) Kinetic Combat - Accuracy/Damage
  • (19) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (21) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Kinetic Combat - Knockdown Bonus
  • (37) Crushing Impact - Accuracy/Damage/Endurance
Level 20: Quick Recovery
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (43) Performance Shifter - Chance for +End
Level 22: Mind Over Body
  • (A) Impervium Armor - Resistance/Endurance
  • (23) Impervium Armor - Resistance
  • (25) Impervium Armor - Resistance/Recharge
  • (34) Impervium Armor - Resistance/Endurance/Recharge
Level 24: Stamina
  • (A) Performance Shifter - EndMod
  • (25) Performance Shifter - EndMod/Recharge
  • (43) Performance Shifter - EndMod/Accuracy
  • (43) Performance Shifter - EndMod/Accuracy/Recharge
Level 26: Sweeping Strike
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (27) Scirocco's Dervish - Damage/Endurance
  • (27) Scirocco's Dervish - Damage/Recharge
  • (29) Scirocco's Dervish - Accuracy/Recharge
  • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Scirocco's Dervish - Chance of Damage(Lethal)
Level 28: Heightened Senses
  • (A) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (40) Luck of the Gambler - Defense/Recharge
Level 30: Typhoon's Edge
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 32: One Thousand Cuts
  • (A) Obliteration - Damage
  • (33) Obliteration - Accuracy/Recharge
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Chance for Smashing Damage
Level 35: Boxing
  • (A) Empty
Level 38: Strength of Will
  • (A) Impervium Armor - Resistance/Endurance
  • (39) Impervium Armor - Resistance
  • (39) Impervium Armor - Resistance/Recharge
  • (50) Impervium Armor - Resistance/Endurance/Recharge
Level 41: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (42) Impervium Armor - Resistance
  • (42) Impervium Armor - Resistance/Recharge
  • (42) Impervium Armor - Resistance/Endurance/Recharge
Level 44: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Defense/Recharge
  • (45) Luck of the Gambler - Defense/Endurance/Recharge
Level 47: Focused Accuracy
  • (A) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 49: Physical Perfection
  • (A) Healing IO
  • (50) Healing IO
  • (50) Healing IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 18% Defense(Smashing)
  • 18% Defense(Lethal)
  • 4.56% Defense(Fire)
  • 4.56% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 11.8% Defense(Psionic)
  • 16.1% Defense(Melee)
  • 3% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 6.75% Max End
  • 52% Enhancement(Accuracy)
  • 15% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 20% FlySpeed
  • 155.6 HP (11.6%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • MezResist(Immobilize) 10.5%
  • MezResist(Stun) 4.4%
  • 10% (0.17 End/sec) Recovery
  • 42% (2.35 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 3.13% Resistance(Negative)
  • 2.5% Resistance(Psionic)
  • 20% RunSpeed


What I am looking for advice wise is:
!. Power selection and order? Different order? Need something I forgot? Dump something?
2. Enhancement slots. Enough or too few.
3. Sets? Different ones or more or less of the ones I am using?
4. How will it perform over-all?

Thanks for any advice you can give.

EDIT: Not sure why the colors didn't work. Must be the new boards.


 

Posted

Yep. You'll want to repost it using the phpBB / zetaboards export option.


 

Posted

Also export the data chunk next time. I personally find that much easier.


 

Posted

Okies, here it is.

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Posted

Ok, lets see.... seems you have a mid budget build in mind, so I'll try to make it not too expensive.


Power choices:

Primary:
Looks fine to me.

Secondary:
SoW in the secondary is debatable. It's a situational power and if you're comfortable with your basic defense you could drop it. I will keep it in your build, though.

Power Pools:
You mentioned, that your main travel power is Ninja Run and you're considering to drop Fly. I'd say you should do it (you don't need the Winter's Gift IO anyway). Plus you have other possibilities to cover your vertical movement (i.e. flight pack). However, I would recommend to take Combat Jumping. It gives immobilization protection, defense and you can use it later to add a LotG +Recharge, if you have the influence. Next drop Swift and take Hurdle. Don't take them both, you simply don't have the room in your build.

Ancillary Pool:
In my opinion you should drop Physical Perfection and take Maneuvers from the Leadership power pool to add more defense to your build. You get enough recovery from Stamina and Quick Recovery to run all the toggles and you don't need that much regen, if the enemies don't hit you. However, you mentioned that you want to go for heavy regen, so I'll leave it in anyway.


Slot distribution:

All your attacks are 6-slotted. I don't think that's a good idea. At least remove 2 slots from Power Slice. It's a single target attack in an AoE attack chain and you really need some slots elsewhere.

You can save another slot in High Pain Tolerance. The resistance enhancers don't add much to your survivability so lets remove them (we'll keep the fourth slot in HPT for another IO, though).

Rise to the Challenge is good enough with 3 slots. Ditto for Stamina and Heightened Senses.

SoW is situational, as I said earlier. Out of the box it gives roughly +20% to smashing/lethal resistance and +10% to everything else, plus a nice recovery bonus plus very good mez protection. It cannot be slotted for recharge, so you'll have a three minute downtime between two usages. I highly recommend to not add slots at all (yay ... 3 more slots to distribute .

Tough and Weave work fine with just 3 slots each.

That's 11 slots we can redistribute now. And we'll need them.


Explaining every IO I changed would be a bit too much, I think, so here's your build with my 2ct:

Key changes: roughly doubled melee defense (from 22% to 40.7%), added defense vs. S/L (from 27.7% to 38.2%), added 55% to regen. This build will tug a bit more on end, though.


Edit: Just noticed, that I forgot to change the IOs in Quick Recovery. Here's the updated build:

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Posted

As an appendix here's the build with Maneuvers:

Defense is much better overall, melee defense is softcapped. Regen is still good (I don't think you would notice a difference) and end usage vs. end recovery is manageable.
Much better than the build with Physical Perfection in my opinion.


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Posted

I am looking it over, but one thing is that combat jumping and ninja run do not play well with each other and since I use a speed on demand bind precludes using both at the same time as every time I move would turn off combat jumping.

I do think that the 20% resist to slow and recharge debuff might be useful to a set that require timing to get attack chains off, but that would depend on how much +recharge I have in set bonuses.