Claws Regen help


Amy_Amp

 

Posted

Been awhile since I was able to make time to play, but I was able to get a whole 30 minutes of game time in yesterday!
I took a look at the different servers I have characters on and went with a char I hadn't played for over a year: Killer-Bee.
I stopped playing him when regens green glow started to annoy me, but now with customization the green glow is Yellow and all of a sudden I'm remembering how much I liked him in the first place.
He is a pint size ball of Havoc!
I didn't see any threads about Claws Regen so I thought I'd ask about what the current thinking is about slotting?
hes only level 13 at the moment so to grow build ideas would be appreciated.
Thanks


Feel The Burn

 

Posted

Here's a rather vanilla build. Spin was added late because I was skipping it until Claws 3.0 happened. It can go earlier in the build.

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

Click this DataLink to open the build!

Without Pause: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting

Hero Profile:
Level 1: Strike -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(34), RechRdx-I(46)
Level 1: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(34)
Level 2: Slash -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9), Achilles-ResDeb%(11)
Level 4: Reconstruction -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(17), Heal-I(17)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(13)
Level 8: Follow Up -- Acc-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(21), GSFC-Build%(21), Dmg-I(48)
Level 10: Dull Pain -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), Heal-I(25), Heal-I(25), Heal-I(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Integration -- Heal-I(A), Heal-I(29), Heal-I(31)
Level 18: Focus -- Acc-I(A), Acc-I(31), Dmg-I(31), Dmg-I(33), Dmg-I(33), RechRdx-I(33)
Level 20: Resilience -- ResDam-I(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A), Heal-I(46), Heal-I(48)
Level 26: Eviscerate -- Acc-I(A), Acc-I(34), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 30: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
Level 32: Shockwave -- Acc-I(A), Acc-I(39), Dmg-I(40), Dmg-I(40), Dmg-I(46), RechRdx-I(48)
Level 35: Spin -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43), RechRdx-I(43)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- EndRdx-I(A), ToHit-I(45), ToHit-I(45), ToHit-I(45)
Level 47: Boxing -- Empty(A)
Level 49: Tough -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Whats claws 3.0?


Feel The Burn

 

Posted

The animations, damage, and recharge time of Claws attack have been redone a few times for balancing reasons. You won't notice the changes if you haven't played claws before. And overall the changes have resulted in improvements for Claws performance so nothing to fear.


Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA

 

Posted

I saw your original post said Regen and SR so in case you had any interest in SR I drug out an old leveling to 40 SR build.

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

Click this DataLink to open the build!

Level 40 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness

Hero Profile:
Level 1: Swipe -- Acc-I(A), Dmg-I(3), Dmg-I(13), Dmg-I(31), EndRdx-I(37), RechRdx-I(37)
Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(17), DefBuff-I(25)
Level 2: Slash -- Acc-I(A), EndRdx-I(3), RechRdx-I(11), Dmg-I(15), Dmg-I(27), Dmg-I(37)
Level 4: Focused Senses -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(17), DefBuff-I(25)
Level 6: Spin -- Acc-I(A), EndRdx-I(7), RechRdx-I(7), Dmg-I(15), Dmg-I(27), Dmg-I(34)
Level 8: Follow Up -- Acc-I(A), Acc-I(9), RechRdx-I(9), RechRdx-I(13), EndRdx-I(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Focus -- Acc-I(A), EndRdx-I(19), RechRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(31)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Quickness -- Flight-I(A)
Level 26: Dodge -- DefBuff-I(A), DefBuff-I(29)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
Level 30: Agile -- DefBuff-I(A), DefBuff-I(31)
Level 32: Shockwave -- Acc-I(A), EndRdx-I(33), RechRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
Level 38: Eviscerate -- Acc-I(A), EndRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
------------
Set Bonuses:


Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA

 

Posted

Quote:
Originally Posted by JAXMAN View Post
The animations, damage, and recharge time of Claws attack have been redone a few times for balancing reasons. You won't notice the changes if you haven't played claws before. And overall the changes have resulted in improvements for Claws performance so nothing to fear.
To get more specific, Claws 1.0 was most known for Slash having "and here's....the pitch" type of animation that is also found in Impale in the Spines set. For a DPS based set, it felt wrong to have such a slow animating attack. Claws 2.0 fixed that and some other tweaks, IIRC. I actually had shelved my Claws/regen at 18 just because of the slow animation and not knowing if I really liked it, or not. Once Claws 2.0 hit and I wanted to test out Focus more, it was no looking at back as I flipped the diff as high as it went for back in those days.

Claws 3.0 came about after the other weapon sets and MA got fixes to their animations with removing the weapon redraw pauses that happened in between attacks, or just general buffs(MA). BaBs/Castle did a test run with Claws and the reports came back a little too good so Claws 3.0 got put on hold until they could balance it out. Claws 3.0 finally did happen and there was a shift from being a strong ST based set(Focus's damage got toned down) while the AoE got a nice boost. There were some people who were unhappy with this change(waves). So yes, the focus of Claws literally and figuratively got changed. At this point I've just grown used to what Claws is now, but would still prefer a more ST based set. Yes, I know the DPS of Claws's ST attack chain went up with Claws 3.0. Whatever.


 

Posted

Over the years the animation on Swipe has moved around, it was originally on Strike back when Swipe was the "I'm typing on a typewritter" power, then it went to Slash for a while before moving to Swipe in the last go round. And now Strike uses Jab's animation and Slash uses Barrage's (which if i recall rightly Swipe had for a bit). Confusing stuff. They normalized the damage per activation on the powers resulting in some buffs and some nerfs(Focus) on individual powers but resulted in an overall increase to Claws.

The range on Eviscerate also changed so now it's easier to use as an AoE so it's hard to pass up. And Shockwave does better damage per activation than Strike now.

Pre ED days with Claws 1.0 Swipe, Slash, and Follow Up were considered bad power choices now if you skip Slash or FU people say you are doing it wrong.


Poisonous Ice 50 Ice/Rad
Icy Jax 50 Ice/SS
Jaxon Penn 50 Shield/Mace
Cpt Clax 50 Thugs/Dark
Lady BlackIce 50 Dark/Cold
Lady Black Ice 50 Dark/Ice
Bella Jax 50 Storm/Sonic
Operative Jax 50 SoA
Level 50 Trick Arrow Alts
TA/A-Plant/TA-Bots/TA
Level 50 Claws Scrappers
SR-Regen-DA-Invul-WP-FA

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
I didn't see any threads about Claws Regen so I thought I'd ask about what the current thinking is about slotting?
While you're leveling, the important thing to remember is that your regen clickies love recharge. Interestingly enough, your attacks do as well. Luckily, you're Claws/Regen, so your attacks use less endurance baseline and you have QR to make things even easier.

Defense isn't going to do you much good because you don't have much to stack up with it, so there's no real point in a */Regen getting it pre-IOs. You've got Follow-Up and, even with only basic SO slotting, you're still going to be able to get 1 stack up at all times, so you don't really need to slot up acc particularly heavily in your attacks.

Here's a build I cooked up in about 2 minutes that should show you what to aim for. Ignore the levels but follow the slotting. In general, you want to slot your attacks first (not that slotting pre-SOs really accomplishes much of anything), then your Regen powers, and after that your other powers. Integration and QR should get slots asap whereas Recon, DP, and IH can probably stand to wait until your attacks are full up before they get attention.

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

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Swipe -- Acc(A), Dmg(3), Dmg(3), Dmg(5), RechRdx(5), RechRdx(7)
Level 1: Fast Healing -- Heal(A), Heal(50)
Level 2: Slash -- Acc(A), Dmg(7), Dmg(9), Dmg(9), RechRdx(11), RechRdx(11)
Level 4: Reconstruction -- Heal(A), Heal(13), Heal(13), RechRdx(15), RechRdx(15), RechRdx(17)
Level 6: Quick Recovery -- EndMod(A), EndMod(17), EndMod(19)
Level 8: Follow Up -- Acc(A), Dmg(19), Dmg(21), Dmg(21), RechRdx(23), RechRdx(23)
Level 10: Dull Pain -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(27), Heal(27), Heal(29)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Integration -- Heal(A), Heal(29), Heal(31)
Level 18: Focus -- Acc(A), Dmg(31), Dmg(31), Dmg(33), RechRdx(33), RechRdx(33)
Level 20: Spin -- Acc(A), Dmg(34), Dmg(34), Dmg(34), RechRdx(36), RechRdx(36)
Level 22: Boxing -- Acc(A)
Level 24: Tough -- ResDam(A), ResDam(36), ResDam(37)
Level 26: Eviscerate -- Acc(A), Dmg(37), Dmg(37), Dmg(39), RechRdx(39), RechRdx(39)
Level 28: Instant Healing -- RechRdx(A), RechRdx(40), RechRdx(40)
Level 30: Hasten -- RechRdx(A), RechRdx(40), RechRdx(42)
Level 32: Shockwave -- Acc(A), Dmg(42), Dmg(42), Dmg(43), RechRdx(43), RechRdx(43)
Level 35: Hurdle -- Jump(A)
Level 38: Moment of Glory -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 41: Focused Accuracy -- EndRdx(A), EndRdx(45), EndRdx(46), ToHit(48), ToHit(48), ToHit(48)
Level 44: Physical Perfection -- EndMod(A), EndMod(46), EndMod(46)
Level 47: Health -- Heal(A)
Level 49: Stamina -- EndMod(A), EndMod(50), EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Thanks for the replies.
Its funny I was cramming health and fast healing with 3 slots and you have barely slotted them.
Does that type of slotting hold true in the teens as well?
I guess I always thought that regen in and of itself (before integration) would provide surviveability in fights. But judging by your slotting, not so much.
Its getting my heals up faster and taking my opponents health down faster thats gonna do the trick huh?
This char has lots of Vet respecs, does it make sense to respec him now to get him tracked a little better or just tune him as he gets higher?
Or if it turns out that slotting health and fast heal at lower levels makes sense, is there a tip point (mebbe DOs or SOS) where the added enhancement over TOs makes the extra slots in fast healing and health unnecessary which would seem like a good time to respec.


Feel The Burn

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
Its getting my heals up faster and taking my opponents health down faster thats gonna do the trick huh?
Pretty much. The standard approach on a Regen is heavy emphasis on recharge to get your heals and other useful clicks up faster, with the side benefit that global recharge also gets your good attacks up faster. That tends to provide better survivability than emphasizing regeneration itself, though it will take more focus, since now you're in charge of healing yourself instead of doing it passively. A lot of us like having a lot of regeneration on our Regens, but if you go that route, I'd think of it as a quality of life improvement, and not the optimal approach for maximum survivability. And the standard approach at a low level is to emphasize attacks and damage over defensive powers and survivability, because at a low level, the best defense is usually a good offense. This can change, and often significantly, by the high levels, but it's where things start.


"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 TerraScorcher View Post
Does that type of slotting hold true in the teens as well?
Yes, just because you're slotting up a power with DOs doesn't mean you'll get something different from when you're using SOs.

Quote:
I guess I always thought that regen in and of itself (before integration) would provide surviveability in fights. But judging by your slotting, not so much.
Recon is going to be doing a lot more for you than FH will. Slotted FH grants you roughly 1.5 times the natural damage recovery you would receive normally; rather than healing from 1 to full in 240 seconds, you're healing from 1 to full in ~96 seconds. Slotted Recon provides you the same natural damage recovery you would normally have (240 seconds from 1 to full) along with the ability to fully recover your health every 60 seconds (50% of your health every ~30 seconds).

Quote:
Its getting my heals up faster and taking my opponents health down faster thats gonna do the trick huh?
Yes. Your click powers are substantially stronger than your passive powers. FH is the second to last thing I would bother slotting on a */Regen (assuming you don't take Revive, which is pretty much pointless imo) right before Resilience (which I wouldn't even take except for an IO build). It's because of this that when you begin looking into IOing your character, most everyone will start telling you to go crazy for +rech set bonuses.

Quote:
This char has lots of Vet respecs, does it make sense to respec him now to get him tracked a little better or just tune him as he gets higher?
Honestly, I don't think it's going to matter much. You can play your way to 50 with mediocre slotting because the game doesn't really require all that powerful of a character to achieve that minimum level of performance. If you've got loads of Vetspecs and don't plan on ever using them, go ahead and respec or wait until you think you feel that the less effective slotting is detrimental to your performance. If all else fails, you could just respec when you hit 50 and are ready for an IO build.

Quote:
Or if it turns out that slotting health and fast heal at lower levels makes sense, is there a tip point (mebbe DOs or SOS) where the added enhancement over TOs makes the extra slots in fast healing and health unnecessary which would seem like a good time to respec.
There isn't a tipping point wherein slotting FH and/or Health is better than slotting better powers. That's one of the interesting things about them: all of the powers that we're talking about generate a linear increase in survivability. Recon has 2 linear methods of improvement (recharge and heal enhancement both increase in a linear fashion that operates together to generate a 4 fold increase in effectiveness when both attributes are fully slotted), and FH and Health only have a single method. There isn't some magical way to completely circumvent the basic math that says that a bigger number increased by a percentage is going to somehow be smaller than a smaller number increased by a similar percentage.

The only possible reason that slotting them would be better would be if you don't want to expend animation time activating them (which shouldn't be since you're operating at low level without much recharge or many attacks to fill in your animation time) or don't want to expend endurance to activate them (which shouldn't be an issue since you've got the native end discount of Claws and QR making your blue bar happy at all times).


 

Posted

Respec coming up!
You are probably right that a respec wont do a whole lot at my current level, but I'll take a look at my slotting, bare minimum I'll have 2 slots from fast healing to either add to recon or DP or to an attack, which might make the bad guys fall down faster or make Recon or DP come up faster.
I really appreciate the support.

By the way my main scrapper, Captain Midnight DM/WP is at 47 now and has benefitted a ton from your collective advice.
He is not soft capped but he's getting there.
He's probably not as efficient as he can be since I was cobbling together ideas from many different sources while levelling and getting him IOd, But he is surely alot more surviveable than he was.
Thanks for the helps.


Feel The Burn

 

Posted

Here's what I'm messin around with on a some what budget build for my Claws/Regen

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1411;716;1432;HEX;|
|78DAA5534B6F125118BDC30CD2F22C85BE4B5BE883D2165AA289AF8589B66A1B505|
|AB46ED466845B184B86C940A2DDF9035CE9A29ADA851BFF801A35AEFC1BFA53B4E2|
|F7B89018974EE09C7BEF9CEF7C878F99E2D3F5A010CFAE082D7CAD61B65A7BE58A6|
|B3A8E74BD45B36655E225E9EECB4A7BE69E349DA63DB358CE16323E2144BCABDB2B|
|CA869439287ED24AF40ED7E5BEB45B32B7236BD296AED9B69A7674D3AE4B57DAED5|
|C77E12F359B8D5CD991B21AA46501BA58762D449BEB56ADDE865DA47BAB2ADD56DD|
|72A21B8E55C95D6D560FF78A66AB2DDDC3510894816F1D93D1D5F18A12504A2C6D3|
|3ED10AD9499AA4079B17240B48E551A5509B1058BB478EC532760A4B191878D3C6C|
|9461A30C1B2D7DF3081113D7A14A67238F7EE4C13BC60BA697441B20F0B2ADE1BDA|
|DE1D199125381285D24CADC226A80DC47393A5E1FA7E8E3147D9C628153A42B9422|
|6D11DD80AA7ED5A49F9BF8B9899F9BCC7193396E92027940850E2C9343F02F1A064|
|188057A68886AC2DFE9E7847F10E54FE15E42DC045D4419457649377097699BC806|
|41540D35FA46E09C078F995E13255F11CD1E11CDBDA5F6073E1C2D57C53AD4302E7|
|4A29FB41BFEC5744A94FC4DA441D51057E9433CBA491EDD248F6E8A47A7836E4485|
|1E59A398A3E798CE12454130A60463FCEBC70798CEC3A1A18B2D504CA8794FF0BCB|
|33CEF2CCF3BCBF3CEF3BC0D90279461820DA7E24CECEB80605AF94D7FA419CC7C66|
|FAC0F49E28F9892806F294F24B1DD373387BC29424410104F3ECE799E7860B834C5|
|1A2324C7391056291FFF377212196D52BB1CC4FF22EA8722A568E63AD72AC558EB5|
|CAB1F21C6B13BAAE2987359C70424C1ABDB7133E7089C23F2725A3F7E2098D4EA68|
|DDEDBF95FD79760D7A77FC70F7807A104A0EDE2EA3EC203DC3EC49589F008B7155C|
|75BE06BB49231730D045844B0897119EA3C81700082004114208618408C200420C6|
|118611CE104A1F3070DB7FD29|
|-------------------------------------------------------------------|
I am currently running around with 32% melee defense with the same amount of recharge, wanted to try the S/L approach this time around.


 

Posted

I like a lot of passive regen on my Regen characters. It's not optimal, but I like it because I can shrug off the weak hits and save my heals for the bigger ones.

It used to be I'd take a lot of machine gun fire and it would whittle me down to where I needed to hit Recon. Then smething would knock the snot out of me and I'd go to click my heal only to see that it's not recharged yet. Passive regeneration helps me out because it makes sure my heals are up when I REALLY need them to be.

Defense helps that too, by reducing the amount of incoming damage.

Recharge is your best friend, and defense is the other guy you two hang out with.


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.