Seeking Kat/WP advice.


Cyber_naut

 

Posted

I'm a returning player, I took some time off about 9-10 months ago. A lot of new stuff has come out, and I've forgotten some things as well. I no longer have my original L50 Kat/WP scrapper (my first true love!) and decided to remake her on Victory with some friends.

Back in the day, I got some good advice from Werner, but looking for those threads turns up nothing, so here I am again! I recall some general ideas on slotting my attacks and some of my passives, but when I look at sets for other things I feel lost these days.

What I'd like is solid defenses (F/C/E/N need to be shored up!) to go along with reasonably strong offense. I'm not entirely sure the most efficient way of going about it, and while I have every intent of building up the cash and tricking her out reasonably, I don't want to waste piles of money and many, many hours due to mistakes.

There are still 33 empty slots free in this currently.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Youmu Konpaku: Level 48 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Crushing Impact - Accuracy/Damage
  • (3) Crushing Impact - Accuracy/Damage/Endurance
  • (3) Crushing Impact - Damage/Endurance/Recharge
  • (5) Crushing Impact - Accuracy/Damage/Recharge
  • (5) Crushing Impact - Damage/Endurance
  • (7) Achilles' Heel - Chance for Res Debuff
Level 1: High Pain Tolerance
  • (A) Empty
Level 2: Flashing Steel
  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (7) Scirocco's Dervish - Accuracy/Recharge
  • (9) Scirocco's Dervish - Damage/Recharge
  • (9) Scirocco's Dervish - Damage/Endurance
  • (11) Scirocco's Dervish - Accuracy/Damage
  • (11) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 4: Fast Healing
  • (A) Empty
Level 6: Build Up
  • (A) Empty
Level 8: Divine Avalanche
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (13) Crushing Impact - Accuracy/Damage/Endurance
  • (13) Crushing Impact - Damage/Endurance
  • (15) Crushing Impact - Accuracy/Damage/Recharge
  • (15) Crushing Impact - Accuracy/Damage
  • (17) Luck of the Gambler - Recharge Speed
Level 10: Indomitable Will
  • (A) Empty
Level 12: Swift
  • (A) Run Speed IO
Level 14: Health
  • (A) Empty
Level 16: Rise to the Challenge
  • (A) Empty
Level 18: The Lotus Drops
  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (19) Scirocco's Dervish - Damage/Recharge
  • (19) Scirocco's Dervish - Accuracy/Recharge
  • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (21) Scirocco's Dervish - Accuracy/Damage
  • (23) Scirocco's Dervish - Damage/Endurance
Level 20: Quick Recovery
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod
  • (25) Endurance Modification IO
Level 22: Stamina
  • (A) Performance Shifter - Chance for +End
  • (25) Performance Shifter - EndMod
  • (31) Endurance Modification IO
Level 24: Hasten
  • (A) Empty
Level 26: Soaring Dragon
  • (A) Mako's Bite - Accuracy/Damage
  • (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (27) Mako's Bite - Chance of Damage(Lethal)
  • (29) Mako's Bite - Damage/Endurance
  • (29) Mako's Bite - Damage/Recharge
  • (31) Mako's Bite - Accuracy/Endurance/Recharge
Level 28: Heightened Senses
  • (A) Empty
Level 30: Mind Over Body
  • (A) Empty
Level 32: Golden Dragonfly
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (33) Scirocco's Dervish - Damage/Endurance
  • (33) Scirocco's Dervish - Damage/Recharge
  • (33) Scirocco's Dervish - Accuracy/Recharge
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (34) Scirocco's Dervish - Chance of Damage(Lethal)
Level 35: Boxing
  • (A) Empty
Level 38: Strength of Will
  • (A) Empty
Level 41: Tough
  • (A) Empty
Level 44: Weave
  • (A) Empty
Level 47: Focused Accuracy
  • (A) Empty
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 2: Ninja Run

Some explanations of certain choices, and questions:

1. Focused Accuracy, Physical Perfection.

I really don't know if I need either of these. I can't remember how Youmu's recovery used to be back a year-ish ago, and I don't recall if I needed the accuracy boosts either. Though one advantage is PP acts as a Perf. Shifter End Proc mule! I'm a bit torn, but it might be better if I drop these and take CJ/Maneuvers (I'd also need to drop Hasten or do that).

2. DA slotting.

I'm not sure what to do here, it has been a while. Should I switch this up a bit for something more defensive, or keep the benefits in it now as they provide a good chunk of Recharge?

3. Strength of Will.

I recall this was a fun clicky. I don't remember what the crash was like, and I don't remember if I really used it. I could drop this for something else, probably.

4. Travel power.

I have Ninja Run. It's fun to look at, and I figure I'll be fast enough with Ninja Run+Swift+Sprint. If I dropped SoW, I guess I might as well pick up SJ or something, though.

In any case, I'd appreciate any input that is given. I imagine there are more efficient ways to slot some of the choices I already put out above, too.

Also, I saw the BotZ nerf. Would they still be worth sticking in, despite the change?


 

Posted

You chose a great combo, imo. I got one that's soloed a ton of av's without insps and is also decent on teams. Ridiculously survivable in a wide range of situations thanks to layered defenses.

Obviously, you're going to use divine avalanche to get capped melee/lethal defense. I'd suggest squeezing another lotg in there (def) so you can get to softcap easier. Mine is close with one application (around 40%), and way over with 2 in case I'm dealing with lots of def debuffs. But even when your defense gets knocked off with debuffs, you've got resists and crazy regen to keep you alive, and if that fails, hit your tier nine.

Speaking of which, strength of will is a nice tier nine. Why? No doom crash. You only lose half your end. Like I said, its great to use when all else fails, or if you're low on end and don't have any blues, because it's also got plus recovery. You can also pop it anytime, my kat/wp has survived ghost widows hold thanks to this power.

Back to defense - build as close to softcap for en/ne and f/c, and if you have to choose between the two, I'd suggest en/ne. Blessing of the Zephyrs aren't that great for en/d and f/c, and they're going to be even worse with the upcoming nerf, so I wouldn't waste slots on them. Get the 3% to all steadfast unique obviously. Aegis are nice for resist toggles, five slot em for nice f/c defense, even 3 gives a nice bonus. I used 3 eradications in pbaoe's for a nice en/ne def bonus, while 4 gives you a nice hp boost as well.

After that build for hp and regeneration. The more hp you have, the more benefits you get from the sets great regen, and the harder you are to kill. Numinas are great in your health powers, and luck of the gamblers are great in your def powers.

You were worried about recharge, but you don't need much recharge for this combo. You're going to be using gc and da a lot and they both have really low recharge already. Your secondary doesn't need any recharge, the only power that recharges, sow, isn't affected by rech buffs.

In terms of endurance, I use maneuvers on top of the wp toggles, and tough/weave, and quick recovery and stamina are enough to never have end problems outside of really long av fights. During long av fights, I actually use sow to recover end, and by the time it crashes, i'm back to full so I drop back down to half, and its recharged before I'm out of end if I need to use it again. But I built this toon before physical perfection was out, and that power does seem to be a good one for wp, so if I revisit that toons build I'd look at fitting it in somehow.

As far as travel powers go, most people seem to get by ok with just ninja run and all the temp powers you can get. But I like to have at least on real travel power in all my builds, and it's usually super jump. And combat jumping is a nice power to add some end light defense and carry a lotg plus rech and/or kismet acc.


 

Posted

Quote:
Originally Posted by Cyber_naut View Post
You chose a great combo, imo. I got one that's soloed a ton of av's without insps and is also decent on teams. Ridiculously survivable in a wide range of situations thanks to layered defenses.

Obviously, you're going to use divine avalanche to get capped melee/lethal defense. I'd suggest squeezing another lotg in there (def) so you can get to softcap easier. Mine is close with one application (around 40%), and way over with 2 in case I'm dealing with lots of def debuffs. But even when your defense gets knocked off with debuffs, you've got resists and crazy regen to keep you alive, and if that fails, hit your tier nine.

That solves my slotting dilemma on DA, thanks!

Speaking of which, strength of will is a nice tier nine. Why? No doom crash. You only lose half your end. Like I said, its great to use when all else fails, or if you're low on end and don't have any blues, because it's also got plus recovery. You can also pop it anytime, my kat/wp has survived ghost widows hold thanks to this power.

Ah, that answers my concern. With how long I'd been gone, I forgot if it was a 'doom crash' or just 'maybe I will need a blue'.

Back to defense - build as close to softcap for en/ne and f/c, and if you have to choose between the two, I'd suggest en/ne. Blessing of the Zephyrs aren't that great for en/d and f/c, and they're going to be even worse with the upcoming nerf, so I wouldn't waste slots on them. Get the 3% to all steadfast unique obviously. Aegis are nice for resist toggles, five slot em for nice f/c defense, even 3 gives a nice bonus. I used 3 eradications in pbaoe's for a nice en/ne def bonus, while 4 gives you a nice hp boost as well.

Now that I go back to the builder, I didn't even look at Eradications since they were lower level! Oops! That will teach me a lesson.

After that build for hp and regeneration. The more hp you have, the more benefits you get from the sets great regen, and the harder you are to kill. Numinas are great in your health powers, and luck of the gamblers are great in your def powers.

I did some poking around after this and it looks like I want to mule the 3 uniques in Health, right? I could put them in PP instead since it's the weakest Regen of all (and still maintain the Perf. Shifter proc).

You were worried about recharge, but you don't need much recharge for this combo. You're going to be using gc and da a lot and they both have really low recharge already. Your secondary doesn't need any recharge, the only power that recharges, sow, isn't affected by rech buffs.

I think I'll take Hasten out of the equation and replace it with CJ or Maneuvers, then.

In terms of endurance, I use maneuvers on top of the wp toggles, and tough/weave, and quick recovery and stamina are enough to never have end problems outside of really long av fights. During long av fights, I actually use sow to recover end, and by the time it crashes, i'm back to full so I drop back down to half, and its recharged before I'm out of end if I need to use it again. But I built this toon before physical perfection was out, and that power does seem to be a good one for wp, so if I revisit that toons build I'd look at fitting it in somehow.

Physical Perfection looks decent, but I'm going to have to play with it in Mid's a bit. Taking it tightens up the build quite a bit. As I said previously, if I left it out and dropped Hasten I could take CJ/Maneuvers/Free Power (tactics/assault? SJ?).

As far as travel powers go, most people seem to get by ok with just ninja run and all the temp powers you can get. But I like to have at least on real travel power in all my builds, and it's usually super jump. And combat jumping is a nice power to add some end light defense and carry a lotg plus rech and/or kismet acc.

Yeah, travel powers are still something I'm torn about. I would really have to get up there again and determine if Ninja Run/Sprint/Swift are enough. This stuff wasn't in game when I had my old Youmu!
Responses in Bold Red, thank you for your time. :3


 

Posted

Here's an attempt, plus some thoughts/numbers.

I have an empty power and one free slot. The best choice looks to be SJ with BotZ. Even though it is being nerfed, it will slightly up the E/N defenses, which aren't as high as I'd like. Another option is to dump an extra slot in a defensive power and add Kismet 6% hit. Which leaves me with a free power that is hard to decide on.

End drain with toggles running is 1.92/s. None of the DEF toggles have EndRdx in them. Recovery is 3.95/s, and 4.33/s with Accolades.

Defense numbers:

45.1 F/C
37.9 E/N (would like to get it a bit higher, post-nerf BotZ would put it 38.5)
17.7 Lethal (38.9 with 1 DA, over cap with 2)
14.2 Melee (35.4 with 1 DA, over cap with 2)

Things to keep in mind: Slot order is pretty messed up, and I'd reorder the powers if I take SuperJump. Also, there are a ton of LotG Recharges in this. I realize this set up is probably really expensive, but like I said, it's an investment I'd want to make.

The below build leaves 1 slot and 1 power free.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Youmu Konpaku: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(5), Achilles-ResDeb%(7)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(37), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(37)
Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Dmg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(36)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(39), RechRdx-I(39)
Level 8: Divine Avalanche -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A), RgnTis-Regen+(31), Mrcl-Rcvry+(34), Mrcl-Heal(36)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(45), Numna-Regen/Rcvry+(45)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(25)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(31)
Level 24: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 30: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-EndRdx/Rchg(40)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Boxing -- Acc-I(A)
Level 38: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48), Aegis-Psi/Status(50)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run


 

Posted

Quote:
Originally Posted by Postagulous View Post
Rather than regurgitate my opinion on DA's slotting, here's a link to the discussion about slotting:

http://boards.cityofheroes.com/showthread.php?t=215288

Also, Katana/wp ftw!

[Just make sure you can hit, or you're dead.]
There are some good ideas in there (although I'm extremely reticent to take any of the Lysosomes due to it being a bug).

Going with 3 Slugfest, 1 Nucleolus, and 2 LOTGs (Global Rechg and DEF) is awfully tempting. In fact, doing so brings my EN up to 39.2. I could do the same to GC and be at 40.4. The concern that raises, though, is I lose 14% accuracy across the board. If I need the extra accuracy I can pop Focused Accuracy in my empty power slot and give it End Reductions. A third power I could give that treatment to is Boxing, if I was able to free a slot elsewhere. It would bump me up to 41.6 EN. Build Up is an option, I'd lose a few seconds and 2% damage doing so, though.


 

Posted

On my /WP toons I generally try to get as close to the softcap as I can for S/L and E/N, I generally don't worry as much about F/C as I see less of that in who I fight. To that end I generally only 3 or 4-slot Erads in my PBAoE's and then either throw in a 3-slot of cleaving blow or a 2-slot of scirrocos to round it out.

And Ninja run + combat jumping + hurdle works for me. If I need vertical movement I carry a jetpack.


 

Posted

My Kat/wp's current build, expensive, no travel (other than ninja run) but yea I like it anyways:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
------------
Level 1: Gambler's Cut Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Achilles-ResDeb%(13)
Level 1: High Pain Tolerance Numna-Heal/EndRdx(A), Numna-Heal(13), S'fstPrt-ResDam/Def+(17), GA-3defTpProc(17)
Level 2: Flashing Steel Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(33), Erad-%Dam(39)
Level 4: Mind Over Body Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(7)
Level 6: Build Up AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(23)
Level 8: Divine Avalanche Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(39)
Level 10: Indomitable Will Ksmt-ToHit+(A), LkGmblr-Rchg+(15)
Level 12: Kick P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(42), P'ngS'Fest-Dmg/Rchg(48)
Level 14: Fast Healing RgnTis-Regen+(A), Mrcl-Rcvry+(15), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(39), Numna-Heal(40)
Level 16: Rise to the Challenge Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/Rchg(21)
Level 18: The Lotus Drops Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 20: Quick Recovery P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
Level 22: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(27)
Level 24: Swift Run-I(A)
Level 26: Soaring Dragon Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(37)
Level 28: Heightened Senses LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40), LkGmblr-Def(42)
Level 30: Health Numna-Heal(A), Numna-Regen/Rcvry+(40)
Level 32: Golden Dragonfly Erad-Dmg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(34), LdyGrey-Rchg/EndRdx(36), FotG-ResDeb%(36)
Level 35: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc(42), P'Shift-End%(43)
Level 38: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(46), Winter-ResSlow(50)
Level 41: Maneuvers LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43)
Level 44: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Strength of Will Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Critical Hit
Level 0: Ninja Run



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|2268026882684268C268226862681E6359ADA5F9135EDF4|
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Posted

Since we're posting posts, here's my as-built.

I think she's actually at 42, not 45, but that's how it'll go. Not sure what I'll do with the final two.

I have a collection of builds that I reference, but nothing is really set in stone. I move powers around to meet my needs. For example, in a claws/electric, I'll have to add lightning field asap because I played around with it on another temporary toon and it really did melt the minions.

[edit: Ah, that build has some LotG +7.5% rech that I don't have slotted also. You can flip the defense powers to alt to see what I actually have slotted. Doesn't effect the defense significantly. Recharge, yes.]

The build:

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|4F6EA|
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