BS/WP - Getting to the softcap?


ClawsandEffect

 

Posted

So I have a Broadsword/Willpower scrapper and they are nails, playing off parry I decided to try and max out their defense however I find I am still quite a way from the soft cap.

This is my build so far (All IO's already bought, slotted and been played with for a while) and I am wondering if you guys would have any suggestions to getting those last bumps in defense.

Note: I tried boosting my positional Def as much as possible and as a result ended up boosting type along with it, however my positional defenses are a little uneven. Without Parry Melee Def is quite low but that was intentional.

I would like to have 45% Def in Range/AoE/Melee (With parry) while maintaining damage a decent output, with at least some token resistances.

I can afford to make any needed changes with exception to slotting the Shield Wall +3% (I simply cant justify 2 bil for a single IO when that could deck out 2 or 3 other characters with full IO sets for the same price.)




Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Pearl White: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting

Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(7)
Level 8: Parry -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 10: Indomitable Will -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(11)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19), Numna-Regen/Rcvry+(42)
Level 18: Swift -- Run-I(A)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23)
Level 22: Health -- Numna-Heal(A), Numna-Heal/EndRdx(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(27)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
Level 28: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(40)
Level 30: Heightened Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 44: Kick -- Empty(A)
Level 47: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(50), RedFtn-Def/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 16.1% Defense(Fire)
  • 16.1% Defense(Cold)
  • 11.8% Defense(Energy)
  • 11.8% Defense(Negative)
  • 6.13% Defense(Psionic)
  • 13% Defense(Melee)
  • 20.5% Defense(Ranged)
  • 15.2% Defense(AoE)
  • 6% Enhancement(Heal)
  • 27% Enhancement(Accuracy)
  • 15% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 140.6 HP (10.5%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 9.9%
  • MezResist(Immobilize) 15.4%
  • MezResist(Stun) 4.4%
  • 7.5% (0.13 End/sec) Recovery
  • 34% (1.9 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.39% Resistance(Negative)
  • 30% RunSpeed
------------
Set Bonuses:
Mako's Bite
(Hack)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Aegis
(High Pain Tolerance)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Obliteration
(Slice)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Aegis
(Mind Over Body)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Red Fortune
(Parry)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • Knockback Protection (Mag -4)
Numina's Convalescence
(Rise to the Challenge)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter
(Quick Recovery)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Mako's Bite
(Disembowel)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Scirocco's Dervish
(Whirling Sword)
  • 10% (0.56 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3.13% Defense(Psionic)
Red Fortune
(Heightened Senses)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
Obliteration
(Head Splitter)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Steadfast Protection
(Strength of Will)
  • 3% Defense(All)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)


 

Posted

Well, first off Willpower should never try to softcap positionals. You will either gimp other parts of the build trying, or you will run into what you encountered, and end up not even being close.

Take a look at Heightened Senses in Mid's and in-game. It provides a tiny bit of smashing/lethal defense, and a large amount of Energy/N. Energy/Fire/Cold defense. It provides zero positional defense.

Willpower is much better off focusing on typed defense, because that's what it has already in it to build off of. If you can softcap Energy and Negative Energy defense, and get Fire and Cold to 30% or so you'll be in pretty good shape. Try to get a little bit of Smashing and Lethal defense, and you will end up softcapping Melee and Lethal with Parry.

If you try to sofcap positional defenses with a Willpower anything, you will end up pulling your hair out and still not be softcapped.

As you can see from looking at the screenshot you posted, your typed defenses are already pretty freakin' good. You're 6% away on Energy and Negative, and less than 3% away on Fire and Cold.

Adjust some things to take advantage of that and you will end up just as survivable (or moreso) than an SR or SD character.


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

Quote:
Originally Posted by ClawsandEffect View Post
If you try to sofcap positional defenses with a Willpower anything, you will end up pulling your hair out and still not be softcapped.
That is pretty much where I have been.

Although I have been making sure that I do not gimp myself in any way shape or form for like an extra .2% positional def or anything, but I have been trying to boost up positional Def so that I have something to fall back on if I don't have a type def to it. (I am looking at you Toxic...)

My Entire goal with the build was to make an SR character with Rise to the Challenge, but perhaps it would be better to drop some of the positional def for typed.


 

Posted

To keep Parry up constantly, you'll be using it a lot, so it should be slotted as an attack (it certainly at least needs some accuracy). You could get some ranged/energy/negative defense with Mako's Bite, or smashing/lethal defense with a Kinetic Combat.


 

Posted

Quote:
Originally Posted by Hopeling View Post
To keep Parry up constantly, you'll be using it a lot, so it should be slotted as an attack (it certainly at least needs some accuracy). You could get some ranged/energy/negative defense with Mako's Bite, or smashing/lethal defense with a Kinetic Combat.
Parry with 6 slotted red fortune in the build is 0.36 seconds from recharging as fast as its cast time... acc at 168% and switching out Red Fortune for Makos Bite is the difference between a 0.3% Def in Energy/Neg while losing a great deal of def from parry.


 

Posted

Quote:
Originally Posted by Death_Badger View Post
check out this http://boards.cityofheroes.com/showp...4&postcount=16 katana build, obviously not a great deal of difference in the 2 primaries so fairly interchangeable
Can quite literaly switch it from Katana to Broadsword in mids and it all stays the same.

Some very interesting slotting going on there, certainly gives me a few things to chew over that I haven't considered before such as making use of Crushing Impact and Eradication. My instinct tells me that its for a mid level PvP build which is not what I am going for, but its a great little road map to some interesting IO Set Detours.

Thank you!


 

Posted

Quote:
Originally Posted by Eat_Me View Post
Parry with 6 slotted red fortune in the build is 0.36 seconds from recharging as fast as its cast time... acc at 168% and switching out Red Fortune for Makos Bite is the difference between a 0.3% Def in Energy/Neg while losing a great deal of def from parry.
You're counting the Gaussian's Build Up proc in that 168%; during the 97.5% of the time the proc isn't up you have only 11% tohit from Tactics and 27% global accuracy. Moreover though, since you're spending at least 15% of your attack time Parrying (~1.5s Arcanatime every 10 seconds), you'll lose a significant amount of damage without some accuracy and damage in it. That's my opinion, anyway.

Here's the best I could come up with in 5 minutes, softcapped to all types except Smashing and Psionic. Hopefully this gives you an idea or two to consider:
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Posted

Quote:
Originally Posted by Hopeling View Post
You're counting the Gaussian's Build Up proc in that 168%; during the 97.5% of the time the proc isn't up you have only 11% tohit from Tactics and 27% global accuracy. Moreover though, since you're spending at least 15% of your attack time Parrying (~1.5s Arcanatime every 10 seconds), you'll lose a significant amount of damage without some accuracy and damage in it. That's my opinion, anyway.

Here's the best I could come up with in 5 minutes, softcapped to all types except Smashing and Psionic. Hopefully this gives you an idea or two to consider:
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Oooo, that is nice and not quite so strangely slotted.

Very awesome!

The frankenslotting keeps the damage while having higher acc and end redux, thats very nice!

Thank you!

Once question however, why the Hami's in heightened senses?


 

Posted

Quote:
Originally Posted by Eat_Me View Post

Once question however, why the Hami's in heightened senses?
I can't see the build from the computer I'm on, but if I had to guess I'd say probably to save a couple slots for other things. Since it's a toggle, the only things you need are End Reduction and Defense. 3 Hami-Os will ED cap both, and you would need a full set of one of the defense sets to do the same.

Hami-Os are still a good way to go if you're not concerned about set bonuses in a power.

On a guess I'd say it has 2 or 3 Hami-Os in it and a LotG +Recharge. That's how I'd slot it if I were going to use Hamis in Heightened Senses.


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

The Hami's are just to save a slot or two while retaining high end reduction. It would probably be smarter to swap the slotting on Maneuvers and Heightened Senses there, since Maneuvers is more expensive.

I actually avoided LotG +7.5s because the OPs original build doesn't include them, and I wanted to avoid adding TOO much expense to the build (the Kinetic Combats do a lot of that already). However, Broadsword does like recharge. With LotG's it might look more like this:

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I used two Cytoskeletons again, in Tactics this time, but two tohit/end IOs would be almost as good and cheaper. The thing I'm least happy about with this build is the lack of heal slotting in High Pain Tolerance; that's the best aspect of the power IMO. However, if you're softcapped to everything you can probably get away without a 10% hp bonus. Endurance consumption from toggles is also very high, but Quick Recovery, Stamina, both +recovery uniques, and two Performance Shifter procs should make it manageable in all the but the longest fights.


 

Posted

Quote:
Originally Posted by Hopeling View Post
The Hami's are just to save a slot or two while retaining high end reduction. It would probably be smarter to swap the slotting on Maneuvers and Heightened Senses there, since Maneuvers is more expensive.

I actually avoided LotG +7.5s because the OPs original build doesn't include them, and I wanted to avoid adding TOO much expense to the build (the Kinetic Combats do a lot of that already). However, Broadsword does like recharge. With LotG's it might look more like this:
The build is toggle heavy but I have never had a problem with End, between Stamina, Quick Recovery and performance shifter. Even Fighting Sappers or carnies doesnt really do much to the blue bar so i am not too concerned about end redux.

Recharge on the other hand I am a big fan of, and with LotG's being only 2 hero merits now, they are not that expensive any more (Only 100mil at the AH.)

The build is looking very tight, and the only thing I think I would change out is the recharge in buildup for the Adjusted Targeting end/rec for that 1.26% res against Energy/Neg at the cost of .8 of a second recharge, which I could possibly make up with adding another LoTG in there somewhere.


 

Posted

Quote:
Originally Posted by Eat_Me View Post
the only thing I think I would change out is the recharge in buildup for the Adjusted Targeting end/rec for that 1.26% res against Energy/Neg at the cost of .8 of a second recharge, which I could possibly make up with adding another LoTG in there somewhere.
I wouldn't. With as small an amount of Energy and Negative resistance as you're packing that 1.26% probably wouldn't even change the number that floats up above you.

The .8 seconds of recharge will probably make more of a difference in the long run than the 1.26% resistance, since the resistance will change a 67 damage hit.....to a 66 damage hit. With as much regen and defense as you're already packing, that 1 HP you didn't lose will be negligible.

I mean, it really doesn't matter a whole lot, but it just doesn't seem like you're gaining enough for it to really be worth it.


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

It does however boost neg/energy from 8.9 to to 10.1, so I am looking at it from 8% VS 10%.

For small hits you are right, its going to be worthless but when tanking an AV it could make the difference between life and death.

I have had characters that have taken a hit and quite literally been at 1 Hit Point, and when that happens I am always so very thankful for every scrap of res and +Hp no matter how small.

Most of the time it is simply not going to come into play, but when it does it can be the difference between victory and an awaken.

.8 of a second in Build up is nothing to sneeze at, but to take full advantage of it it also assumes that I am pressing build up the very moment it recharges, where as in general play I find that 2 out of 5 times I am waiting a two to three seconds for Headsplitter to recharge so that I can get the most out of that build up, which pretty much negates the higher DPS over time aspect that .8 would bring to the table.

Now add to that, that the new build brings headsplitters recharge up from 6.8, to 7.5 and that means there is going to be a longer gap in syncing headsplitter and build up.

On the grounds of raw math and on paper I completely agree with you 100%, but looking at it from a practical and imperfect world of live play I think that .8 is just far too easy to negate between power syncs and occasional server latency.