Claws/WP - critique/help


Arkyaeon

 

Posted

Alright, this is my newest scrapper, first melee weapon as well...

Yes I saw some other Claw/WP threads(yes I did read them), mine is a totally different approach or didn't want to bring up the thread. Also browsed some of the other WP threads...


What I was trying to do:

  • Defense
From the start I knew I wanted high defenses. I like defense and I thought it teams well with the regen and what the res in the set. Question is HOW MUCH do I need to be as 'tanky' yet still a scrapper. I want to be the scrapper that doesn't die hahaha, but kill stuff.
  • Regen/HP
This is given with the set - I tried to max it ALONG with the defense. There is probably some easy way to grab numbers that I'm not seeing, but keep in mind I was always thinking about defense.
What I can't tell is the following:
  1. Is there a way to get more defense w/o screwing over my regen/hp/attacks etc.
  2. Too much def? As in I could take slots and put them to use elsewhere?
  3. Regen look sufficent?
  4. Recovery and End consump. looks good to me -- thoughts?
I'm not entierly happy with how some attacks are slotted (t2 & t3), but I *think* I can live with how it is...

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Issue 24 PPM Calculator // The Great Makeover: The Vindicators

 

Posted

If you read those other threads, I'm pretty sure I posted in a few of them. On my /WP toons I'm one of the guys who always goes for every bit of defense I can get. And +regen and +recovery are farther down on my list of things I'm shooting for, willpower already does those things, in spades, all by itself. So after defense I look towards +HP which will greatly benefit from all that regen and also recharge and propper slotting of my attack chain. With claws you really don't need that much recharge, it's already a fast set.

Now back to defense, if you've been in melee enough I'm sure you can "feel" the difference between no defense, 20's defense, mid-30's defense and softcapped. I like toggling up, heading into a full +2X8 spawn, put Spin on auto and then going for a sammich and coming back a few minutes to find myself all alone. You can do that with Willpower, so in my builds I go for softcapped S/L and trying to get as close to softcapped E/N as well (curse you BotZ nerf!!!!). For say 80% of the CoH PVE content, you could likely do the same with 35% defense and then pop the odd small purple from time to time when needed for the tougher battles. This allows you to IO slot towards some other things and remain more balanced in your "layers".

Now, for your build, I'm not sure what your attack chain is but you look woefully underslotted on a couple of those attacks, and I'd take follow-up much earlier in the build if this is a leveling build. Our builds aren't that far apart though, you've put more slots into FH, Health, QR and stamina than I did and I've better slotted my attacks. Oh, I'm also a brute, but we really put our pants on the same way first thing in the morning, and if anything you're build should be cheaper even with the purple set as my sets bought redside were crazy high.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/

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Packmaster - Rikti Hunter: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Knock%(39), KntkC'bat-Dmg/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(40)
Level 1: High Pain Tolerance -- Mrcl-Rcvry+(A), Mrcl-Heal(37), Heal-I(37)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(37)
Level 4: Fast Healing -- RgnTis-Regen+(A), Heal-I(5)
Level 6: Spin -- Erad-%Dam(A), Erad-Dmg/Rchg(7), Erad-Dmg(7), C'ngBlow-Acc/Rchg(15), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Rec'dRet-ToHit(11), Rec'dRet-ToHit/Rchg(13)
Level 10: Indomitable Will -- Ksmt-ToHit+(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), LkGmblr-Rchg+(42), LkGmblr-Def(43)
Level 14: Swift -- Run-I(A)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Focus -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg(23), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg/EndRdx(36)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Knock%(43)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), Zinger-Acc/Rchg(34)
Level 35: Health -- Heal-I(A), Heal-I(40)
Level 38: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(42)
Level 41: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(50), Achilles-ResDeb%(50)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 47: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(46)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 0: Ninja Run


 

Posted

Based on which attacks you use just as set mules it seems you could use an attack chain similar to what I have used on a character.

With Hasten active, my attack chain was only Follow Up, Shockwave, Eviscerate, Focus. By queuing the Eviscerate attack before Shockwave finishes animating, it will select its targets at the instant just before they are tossed back by Shockwave, so they are still in range even though the attack lands after they have flown some distance away. If the main target didn't have knockback protection, the Focus should still usually reach it. In some groups I swapped out Shockwave for Spin out of concern for other teammates who were less appreciative of knockback.

On the other hand, my character differed in the respect that I never built it for defense bonuses from sets. I relied more on proactive defense (keep stuff knocked down/running on caltrops) than passive defense. Depending on Hasten state I could have two or three caltrops patches out at the same time, covering a large area. For a Brute that might of course not be a good idea since the Fury loss from the enemies who are busy doing something other than attacking is noticeable but for a scrapper it worked out OK.

Another point of difference: The Hamidon damage/range and the other range enhancer in Shockwave was key to its value for me. If you graph a 90° angle circle sector on paper, then update its radius from 30 to 40 units (enhancement factor 32,75%) you can see how much extra ground coverage it adds to the power. It is a 76% larger surface than unenhanced Shockwave, and six times the surface area covered by Spin with its paltry unenhanceable 8 units radius. I also found another of the same Hamidon enhancements cheap which I placed in Shuriken so its range would exceed the 80 feet which is standard for blaster powers. I don't like someone keeping me just out of range for my powers but within range of theirs.

I think you might want to consider some ideas from my build to combine with your originally posted one. Despite the low defense my build was usually quite survivable, and from level 6 and up it had decent damage growing to really good damage at high levels. Especially the Caltrops can not only help keep you alive but also your entire group. When I briefly needed higher defense I could usually eat some purples, which together with red insps were the only ones of value to save.

If you wanted to work for set bonuses and defense from my build, you should probably drop two slots each from Caltrops/Rise to the Challenge (the procs in them never had significant effect) and also consider swapping other powers in instead of Targeting Drone, Resurgence, Hasten and Super Speed.

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