old kat/regen looking to build back up


ClawsandEffect

 

Posted

well, this is a very rough build, obviously it's not even fully enched out yet.

I will say that i'm aiming for set bonuses and the like. Which is why Quick Recovery is 6 slotted with Efficacy Adaptor.

So, basically, I'm asking for help picking some powers, discussing what's good/not good. I haven't played regen since Issue 5 at least, so I'm not sure what's changed. I've messed around on test server already, so i've gotten used to the new MoG, but am not sure about slotting it.

Any ideas/suggestions/tips/explainations will be welcome.

Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1: Fast Healing -- Empty(A), Empty(46), Empty(48), Empty(48)
Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/EndRdx(9), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(13), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(17)
Level 6: Super Speed -- Empty(A)
Level 8: Flashing Steel -- Empty(A), Empty(17), Empty(19), Empty(19), Empty(21), Empty(21)
Level 10: Dull Pain -- Empty(A), Empty(23), Empty(23), Empty(25), Empty(25), Empty(40)
Level 12: Build Up -- Empty(A), Empty(27), Empty(27)
Level 14: Hurdle -- Empty(A)
Level 16: Integration -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(31), Empty(31)
Level 18: The Lotus Drops -- Empty(A), Empty(40), Empty(42), Empty(42), Empty(42), Empty(43)
Level 20: Health -- Empty(A)
Level 22: Stamina -- Empty(A), Empty(33), Empty(33)
Level 24: Divine Avalanche -- Empty(A)
Level 26: Soaring Dragon -- Empty(A), Empty(33), Empty(34), Empty(34), Empty(34), Empty(40)
Level 28: Instant Healing -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 30: Kick -- Empty(A)
Level 32: Golden Dragonfly -- Empty(A), Empty(37), Empty(39), Empty(39), Empty(39), Empty(43)
Level 35: Tough -- Empty(A), Empty(43), Empty(45)
Level 38: Weave -- Empty(A), Empty(45), Empty(45)
Level 41: Moment of Glory -- Empty(A)
Level 44: Focused Accuracy -- Empty(A), Empty(46), Empty(46), Empty(48), Empty(50), Empty(50)
Level 47: Resilience -- Empty(A)
Level 49: Hasten -- Empty(A), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run

==============================

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Posted

--- #1: Survivability ---

Regen's still a good solid pick, particularly for soloing. Traditionally it has a lot of flat damage mitigation ("can withstand up to X damage over Y seconds") rather than scaling damage mitigation ("shaves X% off all incoming damage") due to all the regeneration and Reconstruction/Dull Pain... but with the new MoG it also has a severely high level of scaling damage mitigation for a very short space of time.

When combined with Katana, you also have access to a very solid Survivability boost in Divine Avalanche, which by itself will let you soft cap Melee/Lethal defence.

That's Regeneration, Heals, Defence and Damage Resistance. Pretty much all bases covered. The only thing it lacks is Psi Damage Resistance, but realistically the Regen/HP Boost/Heals will make up for that on anything short of the AV version of the Psi Clockwork King.


--- #2: Damage Output ---

Regen doesn't give much other than Quick Recovery. This lets you basically ignore slotting extra Endurance Reductions in your attacks - if slotting set IOs, for example, you can go for a Damage/Recharge instead of a Damage/EndRed without fear of your tank running dry.

Katana is far, far better than it used to be since the major animation length changes a few issues ago. It's now one of the Highest single-target DPS primaries, and is probably the primary that is most suited to the use of Damage Proc Inventions. The only real weakness in Katana is that it's virtually all lethal damage, which can be highly resisted. However, this is offset drastically through the use of damage procs (Negative Damage from 'Touch of Lady Grey', and the -resistance proc from the 'Achilles Heel' set).

Katana attacks are all fast activating (in particular Gambler's Cut is very, very high damage-per-activation now - only being slightly edged-out by "Soaring Dragon") and can fit several damage procs including "Touch of Lady Grey", "Mako's Bite" and "Achille's Heel: Chance for -Res debuff".

Katana is still primarily a Single-Target DPS primary, but has respectable AoE in "The Lotus Drops" and its two cones "Flashing Steel" and "Golden Dragonfly". It also has a bit of Soft Control in the Knockup/Knockdown of Soaring Dragon and Golden Dragonfly, but lacks any hard control such as stuns/holds. Generally you'll only notice this when fighting annoying enemies such as Malta Sappers... and frankly, a Build-Up-Golden-Dragonfly combo tends to one-shot them anyway.


--- #3 Build advice/Slotting ---

**Best Powers in Katana: **
DPS: Soaring Dragon, Gambler's Cut, Golden Dragonfly, SOTW. In that order.
AOE powers will help a lot when fighting more than one foe. Flashing Steel at a minimum, Lotus Drops help too if you can fit it in, but it's not vital.
Take and 6-slot Divine Avalanche. You will want at least the equivilant of Two level 50 Defence Buff IOs in it, so that you can double-stack it and be at the defence softcap. Build Up is always useful to have for getting your spike damage up.

"Calling the Wolf" (taunt) is actually fairly handy given that you will be very, very survivable when you choose to be (stacking Divine Avalanche and using your heals intelligently). You will certainly be able to tank the vast majority of endgame Archvillains, along with some Giant Monsters (generally the ones that don't have a spammable AoE/PBAoE).

Slotting Advice: Recharge Rate and Damage Procs. I can't stress this enough. Katana is MADE for damage procs, and reducing the recharge time of all your fast-activating attacks and heals will raise your effectiveness considerably.


** Best Powers in Regen: **
Integration, Reconstruction, Dull Pain, MoG, Quick Recovery are your core powers. Instant Healing and Fast Healing are both also very nice to have. Resilience is useless, Revive is situational or a "flavour power" at best.

For Your Heals, you'll want 100% Recharge/100% Heal enhancement in them. MoG only needs 100% Recharge (and the equivilant of one Resistance SO if you want to cap your Resists for its duration). Integration and Fast Healing only need 100% Heal. You can put an endred in Integration if you find yourself running low, but realistically it should never happen.

Eventually, it'd be good to aim towards attaining Perma-Dull-Pain, which kicks in at about 60% Global Recharge plus Hasten. This lets you run about with capped HP permanently, adding a good bit of extra survivability.


** Best Pool Powers **
Travel Pool (I recommend the Leaping pool which allows you to take Combat Jumping + Hurdle for fast non-supressing in-combat movement), Fitness Pool (Stacks with Fast Healing/Quick recovery), Hasten (More Recharge), Stealth (Combined with a Stealth IO in sprint you'll have full invis - it's situational, but is quite fun to suddenly pull a Build-Up-Golden-Dragonfly on an unsuspecting Sapper! Also important for "Ghosting" to objectives if you wish to, as a Katana/Regen will have no problem ghosting to the end of a mission and killing a "Hard" boss)

Hope some of that helps. I've a Mids build here of my Main Kat/Regen if you are looking for some more ideas, but be warned it's very, very expensive to slot it up exactly that way.

See my old guide (formatted for the old EU boards, so please excuse the old bbcode tags) at Making pointy sticks more pointy for some more specifics of Katana Attack Slotting.


 

Posted

Here is a quick and dirty build I made for a katana/regen

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Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quick note: Resilience is NOT useless.

If you die (and you WILL die, everyone does occasionally) you can pop a wakie and the stun from it wears off in a couple seconds, so you don't necessarily need a breakfree in order to get up.

I take the Fighting pool on all my Regens, more smashing/lethal resistance in Tough, and some defense in Weave, Resilience gives you a spot to put a Steadfast Protection Res/Def without taking up a spot in Tough.

Resilience also gives you some smashing/lethal resistance in the power itself.

Is it the best power? Not at all, but it isn't useless by any means. I wouldn't go out of my way to take it as soon as it opens up, but if you have a spare pick and want a power that doesn't need slots you could do much worse.


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

I would highly recommend Fighting (for Tough and Weave) over Stealth. I would stack Resilience with Tough. I'd put enough defense in the build that I could soft cap with two Divine Avalanche without slotting it for defense, though slotting it for defense until you get to that point is very useful.


"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 used to have Resilience, many moons ago, when stunning even for a brief second meant you would detoggle Integration and therefore remain stunned for a long period of time. Back then, fighting things like Energy Melee foes (Tsoo Ink Men, or virtually any melee toon in PVP in those days) was far easier when they needed to stack more hits to detoggle you.

These days though? Resilience grants a pitiful level of Smashing/Lethal damage resistance and a large amount of stun protection. There is not a worse power pick in the Regen set. In fact, there is not a worse power in ANY damage mitigation set, with the sole exception of Temperature Protection in Fire Armor.

+ Need to self-rez? Take Revive instead. Revive doesn't stun you and returns more health and endurance after the rez than any breakfree.

+ Need to slot a Steadfast unique? (Though really: Why? It's a Kat/Regen, you'll already be at the defence softcap to anything relevant to Scrappers simply by using Divine Avalanche. And you CERTAINLY don't need "weave"...) Stick it into MoG.

+ Need extra damage mitigation? This is the only somewhat subjective point that'll vary from person to person, as some people have the "I must have maximum possible damage resistance" idea lodged in their heads. But consider the numbers: Resilience grants 5.6% Smashing/Lethal Damage Resistance. That's equivalent mitigation to 2.8% defence - about the same level of mitigation granted by running a slotted Combat Jumping (but applied to only S/L damage types, instead of "everything"). I can guarantee you will never notice it, especially if you're Katana and have Divine Avalanche to draw upon.

You can get to just under 25% Smashing/Lethal Resistance by stacking Tough and Resilience and slotting them both up. Or you can tap Divine Avalanche once and get double that mitigation, then a second time to be virtually invulnerable to melee damage when you need to be. Sure, if you were Dark Armor or Fire Armor and relied primarily on Damage Resistance for your mitigation, Tough is certainly handy to stack with your other armors. But with all regen's other toys combined with softcapped defence, is 25% S/L resists really worth three power picks and 5+ enhancement slots (for boxing/kick, Tough and Resilience)?


 

Posted

Quote:
Originally Posted by Maelwys View Post
**Best Powers in Katana: **
DPS: Soaring Dragon, Gambler's Cut, Golden Dragonfly, SOTW. In that order.
I'm not entirely sure you know what you're talking about here. If you know anything about Arcanatime, you'd know that GC and SD are both worse for DPS than GD. Either way, SotW is largely pointless so I wouldn't recommend picking it up either way.

Quote:
Take and 6-slot Divine Avalanche. You will want at least the equivilant of Two level 50 Defence Buff IOs in it, so that you can double-stack it and be at the defence softcap.
No, you do not want to slot DA with Defense enhancement. It's better to simply slot it as an attack. If you're talking IO builds, it's better to get some set bonus credit rather than attempting to get some arbitrary and largely pointless defense enhancement in the power. The only defense enhancement I would give to DA would be the tangential defense from an LotG +rech. No other defense enhancement is really needed. If you're talking decent IO builds, you're only going to need a single DA stack in order to hit the melee softcap (likely going positional rather than typed).

Quote:
Slotting Advice: Recharge Rate and Damage Procs. I can't stress this enough. Katana is MADE for damage procs, and reducing the recharge time of all your fast-activating attacks and heals will raise your effectiveness considerably.
Recharge rate isn't as important for Kat/* as it is for */Regen. Kat, thanks to short animation times and proportionately shorter recharge times, actually has lower top end recharge requirements than virtually any other primary out there, especially if you plan on running with a stack of DA up.

Where procs are concerned, the only one you're going to want to go out of your way to invest in is the AH proc, and, even then, only in GC (because you're going to be using it enough that you enter into diminishing returns by slotting it in other powers). Even in GC (which is the best option for procs thanks to low animation time), it's still better to slot for damage rather than procs.

Quote:
MoG only needs 100% Recharge (and the equivilant of one Resistance SO if you want to cap your Resists for its duration)
Actually, it needs less than that. MoG provides 71.3% +res. The Scrapper resistance cap is 75%. All you would need to cap resistance is 5.2% enhancement, which is the equivalent of a +1 TO. Any slot devoted to resistance in MoG is wasted. Besides, you're already substantially above the softcap: the difference between capping res and leaving it where it is normally is virtually nonexistent (2.87% admittance compared to 2.5% admittance).

Quote:
Integration and Fast Healing only need 100% Heal.
Counseling someone to slot up Fast Healing in an IO build is largely pointless. FH provides damage recovery when you've already got more than enough. While it might make sense to drop a few slots that aren't needed elsewhere into FH in an SO build, in an IO build, FH largely serves to be a nice place to put your Heal set uniques. The slots you're talking about are better spent elsewhere.

Quote:
Eventually, it'd be good to aim towards attaining Perma-Dull-Pain, which kicks in at about 60% Global Recharge plus Hasten. This lets you run about with capped HP permanently, adding a good bit of extra survivability.
Firstly, DP is permanent at 55% +rech, assuming 95% +rech slotting in Hasten and DP.

Secondly, DP does not automatically give you capped hp. Assuming you have the passive +hp accolades (TFC, FPR, Portal Jockey), Dull Pain will put you within a single +hp set bonus of the Scrapper hp cap. If you do not have all of the passive +hp accolades, much less any of them, it will not bring you anywhere near the hp cap without some very hefty +hp set bonus acquisition (which, considering how easy it is to get those accolades, is largely a wasted effort).

Quote:
Fitness Pool (Stacks with Fast Healing/Quick recovery)
Fitness is a questionable power pool pick. The biggest reason to get Fitness is Stamina and, with an IO build as well as Physical Perfection from Body Mastery, the need for it is largely nonexistent. Health is largely useless because, as I have said before, more +regen doesn't do you all that much good when you've already got so much of it: compared to using those resources to augment your damage mitigation, it's just not an intelligent choice. You can easily attain infinite endurance sustainability without ever having to touch the Fitness pool, so there isn't much point.

Quote:
Stealth (Combined with a Stealth IO in sprint you'll have full invis - it's situational, but is quite fun to suddenly pull a Build-Up-Golden-Dragonfly on an unsuspecting Sapper! Also important for "Ghosting" to objectives if you wish to, as a Katana/Regen will have no problem ghosting to the end of a mission and killing a "Hard" boss)
Stealth isn't required to ghost missions. I can ghost missions on toons without any stealth power. All you really need to do it easily is the Stealth IO, and that's not going to be a power that sits there useless for 90% of the time.

On the topic of Power Pools, I'm simply amazed that you neglected to mention Leadership and/or Fighting, both of which will do more for */Regen than Stealth will (because Stealth costs 4 times as much for the exact same +def as CJ). I would recommend that any IO'd Regen build take one or both of those pools if possible.

Quote:
Hope some of that helps. I've a Mids build here of my Main Kat/Regen if you are looking for some more ideas, but be warned it's very, very expensive to slot it up exactly that way.
Please take this the wrong way because that build is bad. It's not "never seen IOs before" bad, but it reminds me of the builds that were put out right after IOs were introduced and people had no idea what stacking defense meant. You spent all of that money without getting any appreciable levels of defense so that the entirety of your damage mitigation is holed up in DA. If you get hit with any kind of -tohit, you're going to get beaten down rather quickly (especially since you don't even have any appreciable tohit or tohit debuff resist to counteract those effects), not to mention that you're sacrificing numerous opportunities for set +rech and +def set bonuses just to shave a slot here or there. That build looks largely like an expensive frankenslotting project rather than an out and out optimized build, which I would expect from any expenditure of that degree.

Here is a better build on the same budget. It manages better defenses, more recharge, and better damage as well. Endurance is infinitely sustainable. You'll notice that it sacrifices a bit of regen, but, considering how much less damage you're going to be taking thanks to the higher defenses and resistances. As I'm known to say, there isn't much point in taken */Regen past roughly 600% regen: factoring in Recon and IH, the comparative advantages are too scarce to make using slots for additional +regen worth it.

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

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Heal(A), RgnTis-Regen+(29), Panac-Heal/+End(45), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), Winter-ResSlow(27)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(19), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(23)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(29), Heal-I(31)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(34)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43), FotG-ResDeb%(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(46), RechRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- GA-3defTpProc(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run


 

Posted

For the OP, a quick break down of an IO'ed Katana/Regen's available mitigation:

+ Dull Pain grants +80% HP for its duration. Get it Perma (easy enough with IOs + Hasten) and that's 40% mitigation out of the box. Your HP will be capped at 2410HP at level 50, and due to the way Dull Pain's buff gets placed, every 120 seconds you'll also get healed for 80% of your enhanced (not base!!) HP.

+ Reconstruction heals 50% of your base HP every 20 seconds or less (assuming you've already got enough recharge for Perma Dull Pain)

+ MoG is 71% Damage Resistance (Scrapper Cap is 75%) and 71% Defence to everything except Psi for 15 seconds, and it's up roughly every 75 seconds.

+ You'll be regenerating ~70HP/second without Running Instant Healing, with simply Fast Healing, Health and Integration.

+ Running Instant Healing on top of this, you'll regenerate a total of ~170HP/second.

+ Divine Avalanche grants just short of 23.5% Lethal/Melee Defence with every application, and you'll be able to Triple stack it, even though you'll pass the soft cap with it just Double-Stacked (Duration: 10s, Recharge just short of 1.2 Secs. Cast Time 1.33 Secs).

+ You also have access to additional soft control in Soaring Dragon/Golden Dragonfly - Knockup/Knockdown means you can permanently juggle any one foe.

+ "Mitigation through enemy elimination" - a Procced-out Katana toon can push out around 250 Single-Target DPS before you start considering using Build Up. Using just Gambler's Cut, Soaring Dragon and Golden Dragonfly... which means that you're also inflicting alternating Knockup/Knockdown whilst inflicting that DPS. It's not uncommon to be able to smack the living bejezus out of a +5 Boss in a very short period of time whilst keeping it unable to hit you back due to all the Knockup/Knockdown spam.

Assuming you're running with Perma Dull Pain, with double-stacked Divine Avalanche you'll need to be getting hit for an average of ~1400 damage every second to get past your standard regeneration. That's permanent mitigation. (With Single Stacked DA it's 260 damage, without DA it's 70). With PDP, 2xDA and Instant Healing that rises to 3400 damage. With PDP, Instant Healing and MoG all running (DA is irrelevant), that's 10200 damage. Every Second. Not factoring in Dull Pain's 80% Heal every 120 seconds, or Reconstruction's 50%-heal every 20 seconds.

Regen's only weakness is Burst Damage, and MoG and Divine Avalanche cover that beautifully. MoG for shorter fights, DA for longer ones.


 

Posted

Quote:
Originally Posted by Umbral View Post
I'm not entirely sure you know what you're talking about here. If you know anything about Arcanatime, you'd know that GC and SD are both worse for DPS than GD. Either way, SotW is largely pointless so I wouldn't recommend picking it up either way.
The numbers on Procs are linked in that old guide and were compiled way, way before the notion of Arcanatime hit the forums. However, even when allowing for the extra time between server "clock ticks", GC and SD are still better DPA than GD whenever you factor in additional damage output from Procs (because of the lower activation time compared to GD, on average the same procs will add more damage).

Quote:
No, you do not want to slot DA with Defense enhancement.
Of course you do. You can slot it for 100% Damage, decent Accuracy and 100% Defence, including a 7.5% Recharge Proc. It takes nothing away from the attack, and makes situationally stacking it far more attractive as it doesn't take away nearly as much from your DPS.

Quote:
Where procs are concerned, the only one you're going to want to go out of your way to invest in is the AH proc, and, even then, only in GC (because you're going to be using it enough that you enter into diminishing returns by slotting it in other powers). Even in GC (which is the best option for procs thanks to low animation time), it's still better to slot for damage rather than procs.
You appear to be locked into the "traditional" IOing mindset of "recharge and positional/typed defence is best". Katana is the fastest activation set available to Scrappers (I haven't run the numbers on other DPS ATs in a while, But I'd be suprised if anything edged it out). Slotting procs really, really ramps up the damage output.

Quote:
Please take this the wrong way because that build is bad. It's not "never seen IOs before" bad, but it reminds me of the builds that were put out right after IOs were introduced and people had no idea what stacking defense meant. You spent all of that money without getting any appreciable levels of defense so that the entirety of your damage mitigation is holed up in DA.
I largely suspect that you feel that way because you've mentally ruled out the notion that Damage Procs are a good thing, and feel that building a toon for permanent +% Defense (and possibly recharge) from set bonuses is the only way to go. For most Damage attack sets it is indeed the case that Procs are largely worthless, but not for Katana.

Building for extra Defence is pointless. You can triple stack DA if and when you wish to (which counters any normal PVE defence debuffs nicely) but in standard PVE play you will very rarely need to do so for anything short of an AV. There is absolutely no need to gimp your build by going for Defense bonuses above strong attack slotting, Damage Procs and Global Recharge.

I'll admit that the build I linked to is a highly customised build, intended for a particular purpose. However I have been running it for several issues now, and I would not change it at all. It can switch from being able to output extreme DPS to being able to mitigate extreme DPS within seconds, whilst permanently running at maximum HP, Regeration and Recovery numbers without the need for manual intervention (I find inflicting redraw after Reconstruction gets annoying). This is the intention.

It makes heavy use of Procs, because the standard attack chain is composed of the highest DPA ST attacks Katana has available - GC, SD and GD, the first two of which benefit greatly from Procs, and the first of which can be used to keep an Achille's Heel proc debuff permanently enabled on one foe.

Performance-wise, the only AV I have not been able to solo on it without temp powers or inspirations has been Ghost Widow, and it can Duo several GMs with any reasonably-built support toon and most damage dealers. It is certainly not a PVP toon, but it steamrolls any PVE content I've thrown at it. It's been the main tanker for any number of AVs and GMs and can solo any TF in the game which doesn't have linked glowies. Therefore I fail to see why it's a "bad build", except in the case of "No building for Defence Bonuses = Bad".

I'll grant you the Dull Pain numbers. I apologise for the inaccuracy there. It does indeed grant +60% HP with standard slotting. But as you noted, this pushes a toon to the +80% HP cap with the three +HP accolades. All of which are reasonably common/easy to get by the time you hit level 50, with the possible exception of the +5% from Task Force Commander.


 

Posted

Quote:
Originally Posted by Maelwys View Post
+ Dull Pain grants +80% HP for its duration. Get it Perma (easy enough with IOs + Hasten) and that's 40% mitigation out of the box. Your HP will be capped at 2410HP at level 50, and due to the way Dull Pain's buff gets placed, every 120 seconds you'll also get healed for 80% of your enhanced (not base!!) HP.
First off, enhanced Dull Pain does not provide you with 80% +hp. Dull Pain provides 2 types of +hp: enhanceable and unenhanceable. Of the 40% base +hp it provides, 20% is unenhanceable while 20% is enhanceable. With your assumed 100% heal enhancement, DP will only provide 60% +regen (hence the need for the 20% +hp from the passive accolades to reach the Scrapper hp cap of 180%).

Quote:
+ You also have access to additional soft control in Soaring Dragon/Golden Dragonfly - Knockup/Knockdown means you can permanently juggle any one foe.
Considering that both of the powers in question that provide the soft control only have a chance to provide that soft control, you cannot say with any assurance that a player will be able to permanently juggle any one foe. At most, they can expect to keep a foe juggled for roughly 45% of the time, assuming that the target is on their back for the entire time if both knock effects activate.

Quote:
Mitigation through enemy elimination" - a Procced-out Katana toon can push out around 250 Single-Target DPS before you start considering using Build Up.
I'm curious where you're getting this. Fire/Shield Scrappers (which are vastly superior to the damage capabilities of Kat/Regen Scrappers consider it good to manage 250 DPS.

At best, Kat/* is going to top out at around 200 DPS and that's factoring in AH procs, BU, and no use of DA (which will lower your DPS considerably, especially if you build around 2 applications of DA in order to reach the softcap rather than a single application). The 250 DPS number you're getting is simply wrong.

I strongly suggest you look into the DPS calculations that have been done on this forums by Werner, Billzbubba, and myself. I also recommend you learn what Arcanatime is because I think that might be your problem (along with a lack of knowledge as to how to properly apply the benefits of the AH proc). The attacks in the set aren't nearly as fast as you think they are.

Quote:
Regen's only weakness is Burst Damage, and MoG and Divine Avalanche cover that beautifully. MoG for shorter fights, DA for longer ones.
Considering */Regen's ability to leverage increased survivability over short periods of time, I wouldn't say that burst damage is the set's weakness. If anything, it's the set's strength because, once you learn to predict when damage is incoming, you can choose to use your click powers to get the most benefit out of them.

The set's weakness, in all honesty, is debuffs. -Rech prevents you from getting your click powers back up asap, which is important when you realize that huge amounts of your survivability are based around those click powers. -Regen and -heal, though rare, can cripple your functionality specifically because they are doled out in such large magnitude. Similarly, because they're rare, it's not uncommon to not notice that you just got all of your passive regeneration revoked by the plasma blast of a Kronos Titan until you're lying on the floor wondering what happened.

On a similar note, the weakness of the set can just as easily be said to be its lack of top end performance. While it is very responsive to player skill, because the set is so focused around damage recovery, it gets smaller comparative returns from both damage recovery and damage mitigation compared to other sets (damage recovery is additive gain which means that the comparative advantages diminish while damage mitigation is additive percent reduction which means that comparative advantages increase exponentially and then plateau).


 

Posted

Quote:
Originally Posted by Maelwys View Post
Building for extra Defence is pointless.
Because getting to deal damage with a normal attack string all the time without having to rely upon DA all the time is a good idea?

Quote:
You can triple stack DA if and when you wish to (which counters any normal PVE defence debuffs nicely) but in standard PVE play you will very rarely need to do so for anything short of an AV. There is absolutely no need to gimp your build by going for Defense bonuses above strong attack slotting, Damage Procs and Global Recharge.
I dare you to find any way that I have "gimped" the build in question by getting those levels of defense. It's not a question of "defense v. other things". It's a question of "defense v. not having defense". You could easily have built some defense into that build and allowed the build to forgo the loss of DPS in situations where damage is higher and maintain higher DPS, but you didn't.

Quote:
It makes heavy use of Procs, because the standard attack chain is composed of the highest DPA ST attacks Katana has available - GC, SD and GD, the first two of which benefit greatly from Procs, and the first of which can be used to keep an Achille's Heel proc debuff permanently enabled on one foe.
1. I looked at your build. It doesn't have the recharge to run GD>GC>SD>GC seamlessly. You need to have GD recharging in 3.432 (.924 + 1.584 + .924) seconds in order to maintain that chain. With Hasten up, your build is only managing a 4.22 second recharge.

2. GC is not going to be able to keep AH up permanently. Werner and I have both done the math and that attack string generates roughly 60-70% uptime against hard targets. Even if you had an AH proc in every attack and were saturating it with attempts, you still wouldn't be able to maintain 100% uptime. At best, you could get it to roughly 90% uptime.

3. GC benefits from procs, yes, but it still benefits more from slotting than it does from simple procs. The only procs that are better per slot than a straight damage enhancement are the Hecatomb proc (which begs the question of why you put the Hecatomb into SD where it will see half of the use that it would see in GC) and the AH proc (which only does so because it acts as damage multiplication, but only against hard targets that will actually be alive long enough to see a majority of the duration). SD, however, does not benefit substantially. Procsaw builds, which you're operating under the assumption of, require a large number of fast attacks, fast being generally less than 1 second. In practical application, the only time that the procs will contribute substantially is when you're saturated on damage enhancement. Of course, you're also assuming animation time saturation, which your build doesn't manage, so it would actually be better to simply get some recharge and bolster both your survivability and your damage.

Quote:
Performance-wise, the only AV I have not been able to solo on it without temp powers or inspirations has been Ghost Widow, and it can Duo several GMs with any reasonably-built support toon and most damage dealers. It is certainly not a PVP toon, but it steamrolls any PVE content I've thrown at it. It's been the main tanker for any number of AVs and GMs and can solo any TF in the game which doesn't have linked glowies. Therefore I fail to see why it's a "bad build", except in the case of "No building for Defence Bonuses = Bad".
It's bad in the sense of "it could be better... a lot better". For the exact same amount of money, you could get substantially better performance universally. Just because you can solo content in the game doesn't make it particularly impressive. With a few minor exceptions, the game isn't designed to be particularly difficult.

It's not even a question of "no building for defense = bad". It's a question of "no going for set bonuses = bad". For that much money, you could be packing on a lot more recharge. Back before I had started developing the def/rech fusion builds that are now popular for */Regen, the basic design philosophy was exactly the same one that you follow, only we actually got more than just a couple rudimentary +rech set bonuses from purple sets. We maintained the exact same enhancement values you have while getting something else out of them. Like I said before, your build is largely a frankenslotting build with a few set bonuses thrown in. With that same expenditure of money, it could do a whole lot more.

Personally, I'd be curious to see if you could solo the ITF with that build. I don't imagine you'd do particularly well in the final fight with Rom, especially if you're having to constantly spam DA in order to stay standing (which I have no doubt would be the case). I'm more than confident the build I provided can since that build has been demonstrated to be capable of soloing 4 AVs simultaneously.


 

Posted

Quote:
Originally Posted by Maelwys View Post
The numbers on Procs are linked in that old guide and were compiled way, way before the notion of Arcanatime hit the forums. However, even when allowing for the extra time between server "clock ticks", GC and SD are still better DPA than GD whenever you factor in additional damage output from Procs (because of the lower activation time compared to GD, on average the same procs will add more damage).
GC: base 57.8 damage, .924 sec real animation time
SD: base 123.9 damage, 1.584 real animation time
GD: base 164 damage, 1.98 real animation time

Assuming 95% damage slotting, you're going to get comparative DPAs of...

GC: 122.0 (57.8 * 1.95 / .924)
SD: 152.5 (123.9 * 1.95 / 1.584)
GD: 161.5 (164 * 1.95 / 1.98)

So, with no procs, GC is pretty much left in the dust and GD has a sizeable lead over SD. Now, let's factor in a damage proc (20% chance for 71.8 damage). The average contribution for that is 14.36 damage, so that gives us...

GC: 137.5 (((57.8 * 1.95) + 14.36) / .924)
SD: 161.6 (((123.9 * 1.95) + 14.36) / 1.584)
GD: 168.8 (((164 * 1.95) + 14.36) / 1.98)

With a single proc, GC is still pretty much left in the dust by the other 2 and SD is only just getting to where GD was starting. Let's add another damage proc, which gives us...

GC: 153.1 (((57.8 * 1.95) + (14.36 * 2)) / .924)
SD: 170.6 (((123.9 * 1.95) + (14.36 * 2)) / 1.584)
GD: 176.0 (((164 * 1.95) + (14.36 * 2)) / 1.98)

So, even with 2 damage procs, GD is still in the lead and GC is only barely catching up. SD is making some headway, but it's going to take a lot just to get to the point of equivalence. No matter how you cut it, unless you short sell GD, GD is still the better attack, even assuming you run proc heavy.

Also, I'm still curious where you're getting the 250 DPS from when using attacks that manage ~170. The AH proc is going to add a good deal to that, but it's not going to count for roughly a 33% DPS deficit.


 

Posted

well, this is certainly a spirited discussion! Thanks for all the info thus far.

It's telling that my build ideas are rooted firmly in the 'Must Have Stamina' mindset of issues long past.

So, I'm going to whip up a build without Stamina but with Physical Perfection and see where that takes me

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

Click this DataLink to open the build!

Level 48 Technology Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Empty(A)
Level 1: Fast Healing -- Empty(A)
Level 2: Reconstruction -- Empty(A)
Level 4: Quick Recovery -- Empty(A)
Level 6: Combat Jumping -- Empty(A)
Level 8: Divine Avalanche -- Empty(A)
Level 10: Dull Pain -- Empty(A)
Level 12: Build Up -- Empty(A)
Level 14: Super Speed -- Empty(A)
Level 16: Integration -- Empty(A)
Level 18: Flashing Steel -- Empty(A)
Level 20: Kick -- Empty(A)
Level 22: Tough -- Empty(A)
Level 24: Weave -- Empty(A)
Level 26: Soaring Dragon -- Empty(A)
Level 28: Instant Healing -- Empty(A)
Level 30: Sting of the Wasp -- Empty(A)
Level 32: Golden Dragonfly -- Empty(A)
Level 35: The Lotus Drops -- Empty(A)
Level 38: Moment of Glory -- Empty(A)
Level 41: Focused Accuracy -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Conserve Power -- Empty(A)
Level 49: Hasten -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run


 

Posted

I would take Hasten MUCH earlier than level 49.

With Quick Recovery and Physical Perfection, you shouldn't need Conserve Power at all, I would take Resilience in it's place and push a lot of the stuff in the build to one pick later where possible. Try to fit Hasten in somewhere in the 20s, that way you will still have it when exemping (which will be nice, since you will probably lose a lot of your global recharge bonuses)


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

did a little more work, got some initial slotting setup:

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

Click this DataLink to open the build!

Level 50 Technology Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15)
Level 1: Fast Healing -- Empty(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(46)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
Level 6: Combat Jumping -- Empty(A)
Level 8: Divine Avalanche -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(21)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(23), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(25), Panac-Heal/+End(25)
Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27)
Level 14: Super Speed -- Empty(A)
Level 16: Integration -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(31), Empty(31)
Level 18: Hasten -- Empty(A), Empty(27), Empty(33)
Level 20: Kick -- Empty(A)
Level 22: Sting of the Wasp -- Empty(A), Empty(33), Empty(33), Empty(34), Empty(37), Empty(40)
Level 24: Tough -- Empty(A), Empty(45), Empty(46)
Level 26: Soaring Dragon -- Empty(A), Empty(34), Empty(34), Empty(36), Empty(36), Empty(36)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Weave -- Empty(A), Empty(46), Empty(48)
Level 32: Golden Dragonfly -- Empty(A), Empty(42), Empty(42), Empty(43), Empty(43), Empty(43)
Level 35: Flashing Steel -- Empty(A), Empty(40), Empty(40), Empty(42), Empty(45), Empty(45)
Level 38: Moment of Glory -- Empty(A)
Level 41: Focused Accuracy -- Empty(A), Empty(48), Empty(48), Empty(50), Empty(50), Empty(50)
Level 44: Physical Perfection -- Empty(A)
Level 47: Resilience -- Empty(A)
Level 49: Revive -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run


 

Posted

Just looked at your posted build quickly, so will only give you a general tip about slotting IO sets.

Most of the time it's not a good idea to six slot a set just for the sake of six slotting it. Check the set and see what bonuses from it are useful.

Example from your build: six slotting Doctored Wounds in Reconstruction. Does the final bonus of 1.26% psi/toxic resistance do much for you? Nope. Ok, you only need up to the 5th bonus out of it... Could you possibly remove a slot from the power without losing its efficiency? Yep, dropping the End/Rech barely harms it.

That's basically the train of thought I go through when slotting sets.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

a valid point, DSorrow, I will go over my choices momentarily.


 

Posted

Quote:
I dare you to find any way that I have "gimped" the build in question by getting those levels of defense.
I had a two pargraph response written here, but it's late, it would no doubt descend into yet more math-throwing and I'm not going to feed this particular discussion on the public boards any further.

Please take it to PMs if you do not wish to read what I've already written.


 

Posted

Ok! I'm back and have finally figured out Mids well enough to rough out this build. I'm not happy with the specific levels everything got slotted out at, but what can you do? I'm also kind of not happy that I skipped The Lotus Drops as well.
Anyway! Logic!

I was going for massive recharge bonuses here, hence me using Doctor Wounds more than once. Before Hasten, i'm looking at +60% recharge rate on all my powers not counting whatever else is modding recharge within a given power. With hasten up, i'm at +130%. Perma-Dull Pain, Instant Healing comes up in about 213 seconds.

Concerns: I think i've tkaen Flashing Steel far too late in the build to be comfortable when exemplared . Two attacks, and only one slotted worth anything for combat? Less than fun imo. I would appreciate suggestions as to where to put Flashing Steel. Thank you.


Thank you and g'night!
===========

StoW:Slotted with Touch of Death out of not having any better idea of what to put there.
Fast Healing: A single Heal IO. I'd put more slots there if I had a decent idea of what I was doing, i felt the slots would be better used elsewhere though.
Quick Recovery: Going for the set recharge bonus, I could get the same net endrecovery with just 3 EndMod IOs. So if the slots could serve better elsewhere, i'm not wholy committed to it. I do like the +5% recharge though.
Hasten A pair of Recharge IOs, according to Mids i'm just under the ED cap unless i read it wrong.
Divine Avalanche: I must admit that I never much mileage out of this power back when i was actively playing my kat/regen, due to toggle-IH preventing all but the most severe of alpha strikes. As per your wise council, however, I've invested heavily in it this time around. It and SoTW become my 'gap fillers' for my primary attack chain of Flashing Steel+ Soaring Dragon + Golden Dragonfly.
Dull Pain: Bread and Butter right here, slotted with Panacea because I liked the IO bonuses, but am not committed to that. I think the important part is it being perma or near perma.
Build Up: Self Explanatory, slotted mostly for +to-hit and recharge. Open to alternatives.
Super Speed: Self Explanatory
Integration: Slotted with Doctor Wound for more recharge, open to alternatives.
Flashing Steel go-to choice when stuck in with the boyz. Obliteration again for Recharge.
Kick: nuff said
Resilience: Picked this early due to lack of a better thing to grab, am open to suggestions. a pair of slots with res IOs
Tough: ahh the tricky one. You'll ask "Why so many slots?" Answer: I have no idea! I'd put the slots into Resilience, but Tough provides a better base +res.
Soaring Dragon: grabbed the meatiest single-target IO i could find and slotted it for the win.
Instant Healing: Slotted for the +5% recharge bonus. I want this thing up as often as possible so it can actually be USEFUL at the rate I and my teams go through mobs.
Weave: Slotted to the best of my ability with whatever gave me a decent +def. With Divine Avalanche, this feels like overkill. I'm tempted to just drop it outright.
Golden Dragonfly: Best PBAoE IO I could find. Final Destination.
Combat Jumping: Do I really need this? Not really, Does it need the extra slot? Unlikely.
Moment of Glory: Slotted for maximum efficacy. Firmly reserved as 'oh-****' button. Moving on.
Focused Accuracy: I had Adjusted Targeting in there, but I found that I was overbudget on recharge set bonuses at that point, so I replaced it with Gaussian's. I'm pretty happy with this, though open to suggestions!
Physical Perfection: Easier on my power choices than Stamina, so that's a + in my book. End Mod and chance for Endurance IO from Performance Shifter. (Can someone explain if/how this would work? I've never seen procs in action before, only in theory.)
Conserve Power: Why the hell not?
Revive: See Conserve Power. In hindsight, Resilience should go here.

===========

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

Click this DataLink to open the build!

Level 50 Technology Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(31)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(23)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 8: Divine Avalanche -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(21), Ksmt-ToHit+(31)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(21), Panac-Heal/+End(46)
Level 12: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(25)
Level 14: Super Speed -- Empty(A)
Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
Level 18: Flashing Steel -- Oblit-Dmg/Rchg(A), Oblit-Acc/Rchg(19), Oblit-Dmg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 20: Kick -- Empty(A)
Level 22: Resilience -- ResDam-I(A), ResDam-I(46)
Level 24: Tough -- GA-ResDam(A), GA-Res/Rech/End(25), GA-End/Res(37), GA-3defTpProc(39), GA-RechEnd(40)
Level 26: Soaring Dragon -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(36)
Level 30: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def(37), GftotA-Def/EndRdx(40), GftotA-EndRdx/Rchg(42)
Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(40)
Level 35: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(50)
Level 38: Moment of Glory -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/Rchg(43), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Revive -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run


 

Posted

As sorrow said, don't six slot "just cuz."

StoW: should be gambler's cut, slotted with your hecatomb set and a AH -res proc.

Fast Healing: A single Heal IO is fine, or flop it with a miracle heal IO to add a recov set bonus when you also add the regen and recov uniques to have when exemping (those being numina regen/recov, miracle recov, regen tissue +Regen, panacea +heal/end).

Quick Recovery: 1 50 end IO, perf end mod, perf +end proc.

Hasten 3 recharges.

Divine Avalanche: crushing impact 5 set, LotG +7.5% recharge.

Dull Pain: Doc wounds, or if you're going to use panacea, don't include the unique, that should be in an auto or toggle (FH would be its best place)

Build Up: either 2 rech IOs, or 1 rech IO, adjusted targetting rech, adjusted targetting tohit/rech. Depends on how much you need that third slot somewhere else.

Super Speed: Winter's Gift +rech res.

Integration: Numina heal, Heal/end, heal IO,

Flashing Steel oblits are good.

Kick: boxing! (doesn't matter)

Resilience: typically, this is picked last, you could drop revive, put resilience at 49, and get The lotus drop much earlier, and throw your extra slots into it. Only deserves 1 slot for a steadfast +Res/def

Tough: If you have the money for the glad armor +def, throw it in here or resilience. The set bonuses for glad armor are kinda meh, aside from 2.5% range defense, that's good. That or 5 slot it with aegis for some good AoE. Or 4 slot with impervium armors for better recovery.

Soaring Dragon: Mako 6 set or touch of death 6 set. depends on what defenses you're rocking up to this point (probably need touch of death)

Instant Healing: Skip the heal/end, replace with recharge. That's 14 seconds you just shaved off with 1 IO. (Or if you're over your 5 5% recharge sets due to oblits and crushing impact, just use 2 rech IOs and 1 heal/rech IO)

weave: LotG 7.5% recharge. LotG def/end (regen set bonus), and an enzyme HO.

Golden Dragonfly: Yes, Armageddon, only skip the damage IO and replace with fury of the glad -res.

Combat Jumping: Yes. room for 1 more LotG +7.5% recharge. Second slot? nah. Maybe throw that +6tohit kismet in there if you still want it.

Moment of Glory: Slotted for maximum efficacy? Hell no. Mog deserves 4 slots. LotG 7.5% rech, def/rech, and two rech IOs. It will put you at res cap, and has more than enough defense to actually be eaten through.

Focused Accuracy: The whole point of the gaussian's set is the 6th set bonus for +Def.

Physical Perfection: perf procs are a 20% chance for 10% endurance (every 10 seconds). multiply those (the 10s cancel each other, you're left with .2) and it's effectively .2end/sec added on to your end gain. Realistically, it's not, because it will fire in random spurts. With two of these, however (QR, PP) as well as a panacea unique, that's quite a bit of "burst" recovery in your pocket.

Conserve Power: Why the hell not? sure.

Revive: see resilience.

Get those accolades! Next to critical hit, double click on "hero accolades" and turn on the autos you will get (should be all 4). Then close out and turn that bluebar on.

You may want to consider working around FA and PP and instead getting maneuvers and tactics. You'll have to wiggle through the build to get better recovery to manage them, but your defenses will benefit greatly from maneuvers, and tactics hurts your bluebar less than FA, at the cost of no tohit resistance. That's your call.

*points to Umbral's build*
Listen to that guy, he knows what the hell he's doing. Twice now he's helped fix my piss-poor understanding of katana/regen.


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Elegost View Post
As sorrow said, don't six slot "just cuz."
I explained WHY i was 6 slotting earlier, I wanted the set bonuses I saw.

Quote:
StoW: should be gambler's cut, slotted with your hecatomb set and a AH -res proc.
I assume Gambler's Cut recharges fast enough to be useful?

Quote:
Fast Healing: A single Heal IO is fine, or flop it with a miracle heal IO to add a recov set bonus when you also add the regen and recov uniques to have when exemping (those being numina regen/recov, miracle recov, regen tissue +Regen, panacea +heal/end).
Hmm, makes sense.

Quote:
Quick Recovery: 1 50 end IO, perf end mod, perf +end proc.
I wanted the recharge bonus, but Ok.

Quote:
Hasten 3 recharges.
Hmm, a 3rd recharge sets this up to go off 8 seconds faster. Might be worth it?

Quote:
Divine Avalanche: crushing impact 5 set, LotG +7.5% recharge.
I'm not sure I understand this slotting scheme. 5 of Crushing Impact seems obvious, but 'LotG 7.5?'?

Quote:
Dull Pain: Doc wounds, or if you're going to use panacea, don't include the unique, that should be in an auto or toggle (FH would be its best place)
A fair point, I could go either way. I did put the Pancea unique proc in Fast Healing thanks to this suggestion.

Quote:
Build Up: either 2 rech IOs, or 1 rech IO, adjusted targetting rech, adjusted targetting tohit/rech. Depends on how much you need that third slot somewhere else.
Makes sense

Quote:
Super Speed: Winter's Gift +rech res.
For a second I was kinda wondering what was going on here. But sure, Winter's Gift + Rech Res.

Quote:
Integration: Numina heal, Heal/end, heal IO,
Doable, I'd lament the loss of the recharge IO bonus from doctored wounds, but the slots move around.

Quote:
Flashing Steel oblits are good.
At least I did SOMETHING right.

Kick: boxing! (doesn't matter)

Quote:
Resilience: typically, this is picked last, you could drop revive, put resilience at 49, and get The lotus drop much earlier, and throw your extra slots into it. Only deserves 1 slot for a steadfast +Res/def
Yeah, sounds about right.

Quote:
Tough: If you have the money for the glad armor +def, throw it in here or resilience. The set bonuses for glad armor are kinda meh, aside from 2.5% range defense, that's good. That or 5 slot it with aegis for some good AoE. Or 4 slot with impervium armors for better recovery.
I'll tinker with this.

Quote:
Soaring Dragon: Mako 6 set or touch of death 6 set. depends on what defenses you're rocking up to this point (probably need touch of death)
Makes sense.

Quote:
Instant Healing: Skip the heal/end, replace with recharge. That's 14 seconds you just shaved off with 1 IO. (Or if you're over your 5 5% recharge sets due to oblits and crushing impact, just use 2 rech IOs and 1 heal/rech IO)
Eminently logical. I'll see if i can figure out another place for the +5% recharge bonus.

Quote:
weave: LotG 7.5% recharge. LotG def/end (regen set bonus), and an enzyme HO.
I'd need to put 5 slots in this to do what I think you want me to do. But sure, why not?

Quote:
Golden Dragonfly: Yes, Armageddon, only skip the damage IO and replace with fury of the glad -res.
Done and Done

Quote:
Combat Jumping: Yes. room for 1 more LotG +7.5% recharge. Second slot? nah. Maybe throw that +6tohit kismet in there if you still want it.
Again with the +7.5, unless i'm reading the thing wrong, that's a set bonus you get from 5 slots. I'm all for it, as long as I'm actually understanding whatever it is you're talking about!

Quote:
Moment of Glory: Slotted for maximum efficacy? Hell no. Mog deserves 4 slots. LotG 7.5% rech, def/rech, and two rech IOs. It will put you at res cap, and has more than enough defense to actually be eaten through.
Amendment: Maximum Efficacy as per the numbers Mids is giving me and my own knowledge. You can tell me what to slot all you want, but it does me little good if I don't understand WHY.

Anyway, aside from again the +7.5 LotG, these suggestions make sense.

Quote:
Focused Accuracy: The whole point of the gaussian's set is the 6th set bonus for +Def.
A fair point.

Quote:
Physical Perfection: perf procs are a 20% chance for 10% endurance (every 10 seconds). multiply those (the 10s cancel each other, you're left with .2) and it's effectively .2end/sec added on to your end gain. Realistically, it's not, because it will fire in random spurts. With two of these, however (QR, PP) as well as a panacea unique, that's quite a bit of "burst" recovery in your pocket.
Thank you for explaining.

Quote:
Get those accolades! Next to critical hit, double click on "hero accolades" and turn on the autos you will get (should be all 4). Then close out and turn that bluebar on.
I have Portal Jockey and the Atlas Medallion, on the kat/regen in question, I have updated the build file.

Quote:
You may want to consider working around FA and PP and instead getting maneuvers and tactics. You'll have to wiggle through the build to get better recovery to manage them, but your defenses will benefit greatly from maneuvers, and tactics hurts your bluebar less than FA, at the cost of no tohit resistance. That's your call.
I honestly don't like the idea of running the leadership pool on a Scrapper. I understand why you're suggesting it though!


 

Posted

A LOTG 7.5% is a global IO that when slotted increases your global recharge by 7.5%.

It's not a set bonus, just adding that one enhancement in a power increases recharge by a hefty 7.5%. Since Regen loves Recharge, fitting just this one IO in where ever you can is very beneficial.

So just slotting one LOTG +Recharge 7.5% is giving that recharge bonus without slotting any other part of the set.


 

Posted

ok, revised build:

Understanding now what LotG 7.5% does, i feel less restrained to the 6 slotting of QR and the like.

===================

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

Click this DataLink to open the build!

Level 50 Technology Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(19), Achilles-ResDeb%(31)
Level 1: Fast Healing -- Panac-Heal/+End(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(23)
Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(9), P'Shift-End%(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(46)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(31), LkGmblr-Rchg+(48)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(46)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), RechRdx-I(25)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Heal-I(17)
Level 18: Flashing Steel -- Oblit-Dmg/Rchg(A), Oblit-Acc/Rchg(19), Oblit-Dmg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 20: Kick -- Empty(A)
Level 22: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(36)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(29), Aegis-Psi/Status(29)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 28: Instant Healing -- RechRdx-I(A), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(39), Numna-Heal(50), Numna-Heal/EndRdx/Rchg(50)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-EndRdx/Rchg(40), LkGmblr-Rchg+(42)
Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37), FotG-ResDeb%(40)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(42), RechRdx-I(42)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/Rchg(43), GSFC-ToHit(43), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48)
Level 44: Physical Perfection -- EndMod-I(A), P'Shift-EndMod(45), P'Shift-End%(45)
Level 47: Revive -- RechRdx-I(A)
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
Level 6: Ninja Run


 

Posted

Heres the build I use. It is almost softcapped to melee with one application of DA and has a ballzy amount of recharge. Very rarely die on it, unless I'm tired and not paying attention.

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|-------------------------------------------------------------------|


 

Posted

I wrote that out so you could better understand why things are built a certain way. Too commonly people just post builds and say "I did this, so you should to," but there's no "why."

The LotG 7.5% recharge IO was explained above, so I'll skip that

for QR: The +5% set bonus wouldn't count because you can only have 5 of any set bonus (you can only have five 5%, five 7.5%, five 10%, etc) for every type of set. Since you have Doc wounds, crushing impacts, and obliterations giving you the max of 5 5% recharges, the recharge bonus of 6 slotting efficacy adapter would not count. That's half the reason why you don't wanna do it. The other half is that perf procs are oh so awesome.

Gambler's Cut has a higher Damage per Activation than SotW. Meaning, over time, GC is going to do more damage than SotW. It also fits better into the high-end attack chains, and using it as every other attack, you can keep the AH -res proc up most of the time, as well as fire that hecatomb proc very often.
That ST chain is (loosely) GD-GC-SD-GC-DA

I'm thinking the AoE chain I would use was GD - FS - LTD - FS, and you can throw in a DA as needed to keep the defense up.

Also: Enzymes are the HO that buff defense debuff, tohit debuff, and endurance. Because of the way they're coded, they buff both debuffs and buffs. So using just 1 of these nets you 33%, when hard-ED is in the 50s (in defense). That's why I suggested 1 in weave. You wouldn't need the +hp set bonus from the LotG 3 set, so you can skip the def IO and replace it with an enzyme for better +Def, and more -end.
In case you didn't know that^


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread