MA/Regen Levelling Build Help


Fury Flechette

 

Posted

I just bought this game within the last month, though I've played several other MMO's before. The build below is my first attempt at any build for my scrapper main, who is currently L22. I'm still learning the market, so I may have missed the mark in some cases regarding what enhancements are cheap or expensive. To make sure I did my due diligence, I scoured the forums and learned what I could from a number of you, though Spider and Umbral keep coming up every time I look.

Build Goals and Assumptions

  • Starts at L27
    • L27 seems the threshold before I can get access to some of the niftier IO's. Feel free to correct me if I'm off here.
    • It's also three levels after L24 where I can get the Trial of Volta respec reward (yeah my current build is ... erm ... horrible ...)
    • Conclusion: all slots and powers listed from L27 downward will be what my scrapper starts with, slowly building from there with L30 IO's and adding as powers and slots become available.
  • Cheap
    • try to buy IO's that are reasonably effective
    • not too expensive, and
    • that I can hang onto until I'm L50 and slowly replace them.
    • For the most part, I try to make due with yellows and completely steer clear of the purples.
    • Notable exceptions that may be more expensive are
      • physical perfection (some uniques) and
      • (perhaps?) super jump.
    • NOTE: this is my first hero, so I don't have an alt sitting on a wad of influence to bail me out.
  • Frankenslotted
    • I am getting some set bonuses.
    • However, many of them aren't from uber sets.
    • Bonuses aren't as huge a concern for me as reaching soft caps.
      • Perhaps this is contributing to my issues with stamina and defense.
      • see current thoughts below for more discussion.
  • Efficient
    • The build is meant to get me to 50.
    • The build is not meant to perform at an elite level once I have reached 50.
    • At 50, I intend to respec and slowly acqure better IO's as the influence and opportunities become available.
    • By minimizing the IO's I buy, I won't have to keep buying enhancements every five levels which will allow me to afford a few more goodies once I reach 50.
  • Effective
    • The build should be usable in teams and solo missions as I advance to 50.
    • It doesn't need to be tricked out, but it shouldn't gimp me too much either.
  • Team Focused, Solo Friendly, PvE exclusive
    • The fun part is running in teams (and presumably TF's, though I can't say I'm an expert in those).
    • I'd also like to be competent in solo content, but I don't need to be uber.
    • PvP is not a concern.
Current Thoughts
  • Net Stamina Gain: depending on levels of IO's, I'm seeing something in the order of 1.5/1.9 stam/sec gain with all the normal toggles on. This seems lean to me and I'm not sure how to resolve it. Maybe I'm overreacting and the stam rate is fine. If I take stamina, my defense gets gimped further than it already is (see below). I shouldn't have to take stamina to avoid resting between every other combat, right?
  • Defense: I don't expect to run 20% across the board like some builds I've seen, but I'm running less than half that with the enhances I'm using. Is it just the enhancement choices, or could I be doing something more here?
  • Slotting: If I splurge for those healing uniques, I'm leaning toward putting those slots under fast healing rather than physical perfection. I'm also thinking of taking the slots I have under resilience and moving them to tough. Not sure if this even matters much.
  • Assault: I'm kind of at a loss what to put here. I know a number of you use Tactics instead, but based on Mid's and the few set bonuses I'm actually getting, it looks like I'm running about 21% accuracy. Tactics would seem excessive based on this number. Again I may be interpreting this wrong. If I change IO's, Tactics would likely get subbed in here.
  • Energy Torrent: This is a little less debatable, as it gets me a second AoE I could desperately use, albeit one with knockback (note to self - try to face the tank when using this so I knock back mobs into his aggro zone). I just get this nagging feeling I could use this power pick better.
After all that (and assuming I still have your attention), I know this build has numerous problems I'll want to fix. If any of you would like to take a crack at it and help me make it better, I'd greatly appreciate it.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Low B: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick
  • (A) Focused Smite - Accuracy/Damage/Recharge
  • (3) Crushing Impact - Damage/Endurance
  • (3) Crushing Impact - Accuracy/Damage/Recharge
  • (11) Crushing Impact - Damage/Endurance/Recharge
  • (15) Crushing Impact - Accuracy/Damage/Endurance
  • (33) Focused Smite - Accuracy/Endurance/Recharge
Level 1: Fast Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (5) Harmonized Healing - Heal/Endurance
  • (5) Triage - Heal/Endurance
  • (34) Regenerative Tissue - Heal/Endurance
Level 2: Reconstruction
  • (A) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Heal/Recharge
  • (23) Doctored Wounds - Endurance/Recharge
  • (25) Doctored Wounds - Heal/Endurance
  • (34) Harmonized Healing - Endurance/Recharge
Level 4: Quick Recovery
  • (A) Endurance Modification IO
  • (7) Endurance Modification IO
  • (7) Endurance Modification IO
Level 6: Combat Jumping
  • (A) Kismet - Defense/Endurance
  • (40) Serendipity - Defense/Endurance
  • (42) Red Fortune - Defense/Endurance
  • (42) Gift of the Ancients - Defense/Endurance
Level 8: Crane Kick
  • (A) Focused Smite - Accuracy/Damage/Recharge
  • (9) Crushing Impact - Accuracy/Damage/Recharge
  • (9) Crushing Impact - Damage/Endurance
  • (11) Crushing Impact - Accuracy/Damage/Endurance
  • (15) Crushing Impact - Damage/Endurance/Recharge
  • (33) Focused Smite - Accuracy/Endurance/Recharge
Level 10: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (17) Doctored Wounds - Endurance/Recharge
  • (23) Doctored Wounds - Heal/Recharge
  • (25) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Harmonized Healing - Endurance/Recharge
Level 12: Focus Chi
  • (A) Endurance Reduction IO
  • (13) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Integration
  • (A) Doctored Wounds - Heal/Endurance
  • (36) Doctored Wounds - Heal
  • (37) Endurance Reduction IO
  • (37) Miracle - Heal/Endurance
Level 18: Crippling Axe Kick
  • (A) Focused Smite - Accuracy/Damage/Recharge
  • (19) Crushing Impact - Damage/Endurance
  • (19) Crushing Impact - Accuracy/Damage/Recharge
  • (21) Crushing Impact - Accuracy/Damage/Endurance
  • (21) Crushing Impact - Damage/Endurance/Recharge
  • (40) Focused Smite - Accuracy/Endurance/Recharge
Level 20: Kick
  • (A) Empty
Level 22: Tough
  • (A) Titanium Coating - Resistance/Endurance
Level 24: Weave
  • (A) Karma - Defense/Endurance
  • (31) Serendipity - Defense/Endurance
  • (31) Red Fortune - Defense/Endurance
  • (45) Gift of the Ancients - Defense/Endurance
Level 26: Dragon's Tail
  • (A) Multi Strike - Accuracy/Damage/Endurance
  • (27) Multi Strike - Damage/Endurance/Recharge
  • (27) Cleaving Blow - Accuracy/Recharge
  • (31) Cleaving Blow - Damage/Endurance
  • (33) Cleaving Blow - Damage/Recharge
  • (40) Multi Strike - Accuracy/Endurance
Level 28: Instant Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (29) Doctored Wounds - Endurance/Recharge
  • (29) Doctored Wounds - Heal/Recharge
  • (36) Doctored Wounds - Heal/Endurance/Recharge
  • (36) Harmonized Healing - Endurance/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 32: Maneuvers
  • (A) Serendipity - Defense/Endurance
  • (43) Red Fortune - Defense/Endurance
  • (45) Gift of the Ancients - Defense/Endurance
Level 35: Assault
  • (A) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 38: Moment of Glory
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Resilience
  • (A) Reactive Armor - Resistance/Endurance
  • (42) Titanium Coating - Resistance/Endurance
  • (43) Impervium Armor - Resistance/Endurance
  • (43) Impervium Armor - Psionic Resistance
Level 44: Conserve Power
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (48) Miracle - +Recovery
  • (48) Regenerative Tissue - +Regeneration
  • (48) Performance Shifter - EndMod
  • (50) Efficacy Adaptor - EndMod
Level 49: Energy Torrent
  • (A) Air Burst - Damage/Endurance
  • (50) Detonation - Damage/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Critical Hit
Level 6: Ninja Run



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Posted

I don’t have the ability to plug this into Mids where I am now, but I do notice a few things.

1) Go ahead and finish the 5th Doctored Wounds everywhere you have 4 slotted. This gives +5% recharge set bonus which is very useful for Regen.

2) Combat Jumping is way over slotted. It has a miniscule end cost and doesn’t give enough defense to worry about enhancing it. While leveling, I never do more than a common defense if I slot anything at all. You could move the slosts to Tough and get a bit more resists.

3) Regarding Stamina – No, it is not usually needed for Regen. For leveling purposes, it really just comes down to whether or not you are regularly running out of end while fighting. Your attacks are nicely frankenslotted for some end reduction. Late, after you add the extra toggles, you might need a small boost. But by then you are almost to CP/PP. I don’t see end being a problem.

4) You’ve frankenslotted a couple of passives for end reduction. Neither Fast Healing nor Resilience use end, so straight heals and straight dam resist is all that is needed. For Resilience, I wouldn’t spend too many slots on it. Like CJ, not really worth enhancing unless you just don’t have anything else to spend slots on.

5) You might see about adding the 3% def Steadfast IO. Since you're planning on stacking some defense it is a useful defense boost. It should be pretty obtainable even at your level. Use merits if you don't yet have the inf.


Even without those tweaks, that build is easily good enough for a smooth ride to 50.


 

Posted

I redid your build based on the following assumptions:

1. Build should be more effective than a straight SO build. While a SO build can be built to be very effective, leveraging IOs can yield a build that has more recharge, more accuracy and better endurance management than a straight SO build with less slots used.

2. Build should be cheap. We've all been there. When you're starting out you don't have a lot of funds. The biggest bang for performance is frankenslotting IOs and not worrying about sets so much. However, there are a lot of underappreciated sets that give great (albeit small) bonuses, so you can use sets in some places.

3. Build should be good team or solo. For a scrapper, since you're counted on for being damage that doesn't need a lot of babysitting, a good solo build is generally a good team build.

4. Take Eagle's Claw at level 32! It's your big hitter and not taking is a mistake. It's in the build below in place of assault which is very marginal for scappers due to low values it gives to scrappers.

Here's the build that I put together.

Features:
1. Modest use of sets. By leveraging Smashing Haymaker (which isn't expensive) and Multi-strike, the build has 23% smash/lethal defense, which is probably as much as many builds that cost hundreds of millions more.

2. Frankenslot powers that is optimally fitted with expensive sets. That means Integration, Fast Healing, Weave that are optimally slotted with Numinas and Luck of the Gambler sets get much cheaper ones that focus on enhancement values.

3. A very modest modest amount of recharge +20%. Still even with that amount, you'll notice that your attacks go quicker and your defensive clicks come up faster. Obviously, you want more, but 20% is a good baseline to go for in a cheap build.

4. Cheap! However the caveat is that some of those pieces will be hard to find at levels 30-35. You may not be aware of this but many players now hunt actively for midlevel sets so they can exempt their characters down for flashbacks. You'll be surprised to find that the Multi-strike acc/dmg/end is hard to find. The Doctored Wounds I know will be hard to find (use Harmonized Healing as a decent and cheap alternative). If you are patient, there is no reason that you can't acquire most of these pieces at level 30-37. Also, don't be afraid to go for cheaper alternatives. I purposely chose some cheap pieces to give some ideas as to which sets you should look at.

Build:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Low B: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(11), B'ngBlow-Acc/Dmg(15)
Level 1: Fast Healing -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(5), H'zdH-Heal/Rchg(5), Heal-I(34)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(34)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(7), EndMod-I(7)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Crane Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11), B'ngBlow-Acc/Dmg(15)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(34)
Level 12: Focus Chi -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(36), Tr'ge-Heal/EndRdx(37), Heal-I(37)
Level 18: Crippling Axe Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(21), B'ngBlow-Acc/Dmg(21)
Level 20: Kick -- Acc-I(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33), ResDam-I(42), ResDam-I(42)
Level 24: Weave -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(31), DefBuff-I(31), DefBuff-I(45)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(40)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(36), Dct'dW-Rchg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 32: Eagles Claw -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45), B'ngBlow-Acc/Dmg(45)
Level 35: Maneuvers -- Krma-Def/EndRdx(A), S'dpty-Def/EndRdx(40), DefBuff-I(40), DefBuff-I(46)
Level 38: Moment of Glory -- Krma-Def/Rchg(A), S'dpty-Def/Rchg(39), RechRdx-I(39), RechRdx-I(46)
Level 41: Resilience -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), ResDam-I(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 49: Energy Torrent -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(50), Det'tn-Acc/Dmg/EndRdx(50), Dmg-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 6: Ninja Run

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Posted

Quote:
Originally Posted by Fury Flechette View Post
4. Take Eagle's Claw at level 32! It's your big hitter and not taking is a mistake. It's in the build below in place of assault which is very marginal for scappers due to low values it gives to scrappers.
I'm going to disagree with you here, but it's a qualified disagreement. Eagles Claw is not the big hitter that you think it is because it takes so friggin' long to animate. Storm Kick is your real heavy hitter, thanks to having the best DPA.

The qualification to this is that you're not going to be able to make an attack string with just Storm Kick, Crane Kick, and Crippling Axe Kick without a lot of recharge. You're going to either want to take Thunder Kick (Storm>Thunder>Crane>Storm>Thunder>CAK) or Eagles Claw (can't remember that attack string atm).


 

Posted

Quote:
Originally Posted by Umbral View Post
I'm going to disagree with you here, but it's a qualified disagreement. Eagles Claw is not the big hitter that you think it is because it takes so friggin' long to animate. Storm Kick is your real heavy hitter, thanks to having the best DPA.

The qualification to this is that you're not going to be able to make an attack string with just Storm Kick, Crane Kick, and Crippling Axe Kick without a lot of recharge. You're going to either want to take Thunder Kick (Storm>Thunder>Crane>Storm>Thunder>CAK) or Eagles Claw (can't remember that attack string atm).
Hmm...I thought Eagle's Claw had animation times akin to Head Splitter. Didn't realize it was so slow.


 

Posted

Thanks for the responses so far. They've helped enormously.

In my original build, I made some dopey mistakes (the end recovery in powers that didn't use them comes to mind) and some more subtle ones about set availability/cost, but I guess I'm reasonably surprised how much the build didn't need to be modified compared to what I was expecting. That said, the suggestions made, both in general advice and in the specific build presented, are significantly better than what I had, and would seem to be less costly than what I had proposed.

About Eagle's Claw - I was torn about this because I'm aware of the SK - CK - SK - CaK attack chain. There's more than enough convincing evidence out there demonstrating that it tops both DPA and DPS numbers, the latter of which is more important IMHO. What I hadn't picked up on before is exactly how much recharge is necessary to make this work.

Since I need another attack to fill in the gap, it's between Eagle's Claw and Thunder Kick. Since EC hits hard and seems to have more utility with the stun, I'll start with that for now. Besides, I may find the utility is something I don't want to give up, even if I do get my recharge up high enough that I don't need it. I may phase it out eventually, but this will give me a chance to experiment with the power while there is still a viable reason to have it in my build (i.e. the aforementioned lack of recharge).

Thanks again for all who've responded so far. If anyone has any additional suggestions, I would welcome your input, but there's plenty here for me to work with already.