My Katana/SR build


Doomguide

 

Posted

Taking what I'd posted before and making the changes that Werner suggested (purple set in Golden Dragonfly, no taunt and a 4th recharge in hasten) gets you there. I'd miscounted on 5% recharge bonuses in the last one too, so it's a 10% global increase overall, and frees up slots for a Regen Tissue +regen and a Kismet +acc.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

katana.SR2: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/Rchg(7), Hectmb-Dam%(15), Hectmb-Dmg/EndRdx(36), Achilles-ResDeb%(39)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(5), RedFtn-Def/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(13)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(5), Ksmt-ToHit+(13)
Level 6: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Build%(11), GSFC-ToHit/EndRdx(11), GSFC-ToHit/Rchg(15), GSFC-ToHit(34)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(31), Dct'dW-Rchg(40)
Level 18: The Lotus Drops -- Oblit-Dmg/Rchg(A), Oblit-Dmg(19), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(34), Oblit-Acc/Dmg/Rchg(37)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(21), P'Shift-EndMod(21), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(37)
Level 22: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23)
Level 24: Quickness -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(40)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(42), RechRdx-I(42)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(37)
Level 35: Evasion -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(43), RedFtn-Def(45)
Level 38: Kick -- Empty(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), RgnTis-Regen+(46), P'Shift-End%(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Critical Hit
Level 2: Ninja Run



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Posted

I don't know too much about Katana so I didn't fiddle around with it's slotting but I do know SR decently so I moved around some slots of street cleaner's build. I would highly reccomend getting the accolades that 200hp helps out a lot.

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

Click this DataLink to open the build!

katana.SR2: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/Rchg(7), Hectmb-Dam%(15), Hectmb-Dmg/EndRdx(36), Achilles-ResDeb%(39)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(5), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx/Rchg(45)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(13)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13), Ksmt-ToHit+(46)
Level 6: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Build%(11), GSFC-ToHit/EndRdx(11), GSFC-ToHit/Rchg(15), GSFC-ToHit(34)
Level 8: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(50)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(31), Dct'dW-Rchg(40)
Level 18: The Lotus Drops -- Oblit-Dmg/Rchg(A), Oblit-Dmg(19), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(34), Oblit-Acc/Dmg/Rchg(37)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(21), P'Shift-EndMod(21), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(37)
Level 22: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23)
Level 24: Quickness -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(40)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(42), RechRdx-I(42)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(37)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 38: Kick -- Empty(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), Numna-Heal(45), RgnTis-Regen+(46), P'Shift-End%(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Critical Hit
Level 2: Ninja Run



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Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Thanks! Personally, I don't see myself having Tough on, it doesn't help out my defense, only the set bonuses do, plus, if I have it on, it will be there trying to use up my precious end.


 

Posted

Resistance goes a long way towards making Super Reflexes more survivable, at least at the top end, such as when fighting AVs. For something like that, you need enough hit points and/or resistance to take a few really heavy hits in a row, because you WILL sometimes get unlucky with defense. Probably not very critical for normal missioning unless you like to mission on really high difficulty settings.


"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

I don't see how 14 resistance helps anything


 

Posted

Quote:
Originally Posted by GangstaBlade View Post
I don't see how 14 resistance helps anything
Defense is binary - you get hit or you don't. "At... the top end, such as when fighting AVs", you still won't get hit much. But the hits that DO land will be for a whole lot of damage. Your chance of survival then depends on how many hits you can survive in a row. Let's say the AV has a 10% chance to hit. If you can survive two hits in a row, there's only a 1% chance of getting killed by each pair of hits. That might sound low, but if it takes you 100 hits worth to of time to kill the AV, your chance of survival is only 37% or so. If you can survive three hits in a row, there's only a 0.1% chance of getting killed by each triple of hits, and your chance of surviving the same fight is 90% or so. Now, I'm sure I've screwed up the math in hopefully minor ways, but that's the idea. Tough in combination with more hit points will significantly increase the chance that it'll take three hits instead of two to put you down, which will in turn greatly increase your odds of surviving a difficult fight. Something like 37% to 90% in the hypothetical example given. That's not trivial.

Now, that's specific to AV fighting, but the general idea still applies, if perhaps to a lesser extent, with more enemies doing less damage each, like when you're cranking up the difficulty level.

And while not as dramatic as with defense, resistance also gets better the more you have of it. Since a Super Reflexes has resistance that scales with how much damage they've taken, that means that Tough gets better and better the more injured you are.

As I said, "probably not very critical for normal missioning unless you like to mission on really high difficulty settings." But if you want top end survivability, you take Tough on a Super Reflexes.

Edit: Bah, my numbers were for only being able to survive one vs. two hits, not two vs. three as stated. Same idea.


"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 Werner View Post
Resistance goes a long way towards making Super Reflexes more survivable, at least at the top end, such as when fighting AVs. For something like that, you need enough hit points and/or resistance to take a few really heavy hits in a row, because you WILL sometimes get unlucky with defense. Probably not very critical for normal missioning unless you like to mission on really high difficulty settings.
I found this out the hard way. My current Katana/SR Scrapper has Tough, but not Weave....I had soft capped without needing Weave. However, when I was hit, I was hit hard. So far, the extra resistance has made a difference. I'm still tweeking my own build.


 

Posted

Hmmmm...... interesting.
Two things now, will this build be good for endurance?
How logn can he fight till he will get end drained say if he has 105 end


 

Posted

I'll second the "grab the accolades" thought.

Perma Hasten .... move a slot from Conserve Power to Hasten and bingo.

However, I personally think adding to Max Health, Regen, and net recovery/endurance sustainability are going to be more important than shaving a few seconds off Hasten's recharge to make it perma.