El / Regen


ClawsandEffect

 

Posted

The following is a long term build goal. Shooting for high damage output on top of good regen/fast recharge clicks, and a minor nod toward some defense.

How overkill is this build on end recovery? Should I drop either Stamina or Body Mastery and go for something else? Any other suggestions?

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

Click this DataLink to open the build!

Lightning Round: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Havoc Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dam%(5), Mako-Dam%(13)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7), RgnTis-Regen+(7), Numna-Heal(13)
Level 2: Jacobs Ladder -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(11), Armgdn-Dam%(11), Sciroc-Dam%(48)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(39)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(48)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(39)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 20: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(46)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(48)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 35: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(50), RechRdx-I(50)
Level 41: Focused Accuracy -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Health -- Heal-I(A)
Level 49: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
------------
Set Bonus Totals:

  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 11.1% Defense(Smashing)
  • 11.1% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.4% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 12% Enhancement(Heal)
  • 63% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 85.3 HP (6.37%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 3.85%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 6.6%
  • 17% (0.28 End/sec) Recovery
  • 32% (1.79 HP/sec) Regeneration
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 20% RunSpeed


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Yeah, it's a little bit of overkill on the recovery. You could drop Stamina and put that slot in PP or FA no problem.

The problem lies in what to replace it with. You already have your maximum allowance of power pools, so you can't pick something else from a pool, and there isn't much left in the pools you already have that's worth taking.


Maybe you could take Charged Brawl and slot a couple Hami-Os in it along with the Fortunata Hypnosis: Chance for Placate? Would definitely be an interesting source of mitigation in an AV fight (assuming AVs don't resist placate too strongly)

You have a lot of purples in that build, so I'm assuming that you could afford Hami-Os if you wanted them.


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

Edit to correct for the preview eating the link (or simply post the data chunk), and it'll be easier to look at.


 

Posted

Quote:
Originally Posted by Umbral View Post
Edit to correct for the preview eating the link (or simply post the data chunk), and it'll be easier to look at.
Link fixed. TY for pointing it out.

FYI (although you may know this), if no chunk or link exists, you can copy the build and import it into MIDS with very few or often no errors. This build loses two enhancers in Boxing, for some weird reason, but everything else remains fine.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
FYI (although you may know this)
I did not know that. Good to know...

On to the critique.

It doesn't look too bad, but there is some slotting I find questionable. 5 piece Perf Shifter in QR doesn't really do you much good compared to the "basic" 3 slot method (Perf Shift proc, Perf Shift End Mod, level 50 common End Mod). 5 piece Doctored Wounds in Integration isn't really contributing much either. You could probably switch that to IH so that you're actually benefiting from both the recharge and heal enhancement values (integration doesn't really need end redux). You're not using the heal unique efficiently with that placement. I'd probably put the +recov uniques in Phys Per for additional end/sec (which would allow you to go without Stamina with reasonable ease) and put the +regen unique in Integration where it will receive full enhancement value. Once again, +hp set bonuses don't do you much good, so it's rather pointless to spend inf and slots where those are the only real benefit. You probably want to switch the slotting on FA and BU since BU only really cares about rech redux and FA actually cares about end redux and tohit buffs, though I'd instead give BU Adj Rech and Adj Tohit/Rech.

Personally, I don't find much use for the Fitness pool in an IO'd */regen of any kind, so I'd suggest you do away with that and get some other choices in there. One option would be to grab Maneuvers, Conserve Power, and Super Jump, and possibly switch FA out for Tactics (which is both cheaper, more powerful, and a team buff).

Also, remember this: Havoc Punch bad, Charged Brawl good. Havoc Punch deals the damage of Smite while taking an additional .528 seconds to do so, which means you don't want to take it. Charged Brawl is pretty much a carbon copy of Shadow Punch. Charged Brawl has better DPA (54.7 compared to 52.9), and it fits into attack strings better (you can't seamlessly use a 6 sec rech power both before and after CI ever).

Here's a non-PvP IOs build I put together. It manages substantially better defenses than yours (28.8/20.7/22.2 compared to 24.8/13.5/12.9), ever so slightly less global +rech (2.5% less), less redundant endurance recovery, and better tohit chance. It runs a better attack string (CB>CI>CB>JL) and the difference in the recharge of the long recharge click powers is negligible. (Random point: if you can't get the Winter's Gift slow resist IO, that's also the same spot you'd put the Kismet unique.)

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: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(9), Dct'dW-Rchg(42)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(7)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(9)
Level 10: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(42)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Winter-ResSlow(50)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(17), RgnTis-Regen+(40)
Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), GftotA-Run+(27), GftotA-Def/EndRdx(40)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Run+(31), GftotA-Def/EndRdx(31)
Level 32: Lightning Rod -- 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 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
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


 

Posted

Thank you for the look and the good advice. I will definitely be following most (maybe all) of those changes. I'll miss Hurdle though.

Quote:
Originally Posted by Umbral View Post
put the +regen unique in Integration where it will receive full enhancement value.
Isn't this changing? I thought I read that on test the procs no longer benefit from slotting in the powers.


Quote:
Originally Posted by Umbral View Post
Also, remember this: Havoc Punch bad, Charged Brawl good. Havoc Punch deals the damage of Smite while taking an additional .528 seconds to do so, which means you don't want to take it. Charged Brawl is pretty much a carbon copy of Shadow Punch. Charged Brawl has better DPA (54.7 compared to 52.9), and it fits into attack strings better (you can't seamlessly use a 6 sec rech power both before and after CI ever).
I knew this, but I figured the DPA wasn't much different so I stuck with HP for looks. However, I forgot that you can't seamlessly use a 6 sec rech power both before and after CI ever. CB over HP, CB over HP.

When I first made the build I had CB over CI because I knew CB was so good (and did not know CI was sooooo good). Then when I was reminded I had to have CI, I should have swapped out HP instead of CB.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Isn't this changing? I thought I read that on test the procs no longer benefit from slotting in the powers.
That's a common misconception. The ability for the heal uniques to be enhanced is not being removed. What is being fixed is an issue that arises exclusively with the Numina's +regen/+recov proc (which is why none of the others were mentioned) is enhanced. As it stands now, if you enhance one aspect of the Numina's proc (for example, slotting it in a power with heal enhancement) it also enhances the other part of the proc as well. Essentially, heal enhancement enhances both the recovery and heal aspects of the proc and end mod enhancement enhances both the heal and recovery aspects. With the patch, the heal uniques will still be affected by the slotting of the powers they are within, but the behavior that I refer to here, which is unique to the Numina unique and one that I've never actually bothered capitalizing on, is being fixed.


 

Posted

You know your thread title is Spanish for "The Regen" right?


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.