Katana/WP


Auroxis

 

Posted

Heya folks! Coming back after a year of hiatus, I was sad to see the nerf of certain sets, Zephyr in particular. The Zephyr nerf hit my softcapped Katana/WP build pretty hard, and softcapping looks to be out of the question if I want to keep a decent build going.

Then there's a whole other thing, the Purple sets, which got about 10 times more expensive. This made me remove them from the build.

I was able to come close to softcapping for energy/negative/fire/cold, with hope that in melee range the ToHit debuff from RTTC will push it to the cap. If needed there's always DA which caps me at 2 swipes for melee.

Long story short I'm looking for an approval stamp/critique on the following build. appreciation in advance for taking the time to look at it:



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

Click this DataLink to open the build!

Lahavel: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Achilles-ResDeb%(46)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(27)
Level 2: Flashing Steel -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Rchg(11), Erad-%Dam(34)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(46)
Level 6: Fast Healing -- Mrcl-Heal(A), Numna-Heal(15), Numna-Regen/Rcvry+(15), Mrcl-Rcvry+(33), RgnTis-Regen+(36), Numna-Heal/EndRdx(46)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), LkGmblr-Rchg+(21)
Level 10: Swift -- Flight-I(A)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(21), Zephyr-Travel(29), Zephyr-Travel/EndRdx(31)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
Level 18: Fly -- Flight-I(A)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-End%(29)
Level 22: The Lotus Drops -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-Dmg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Achilles-ResDeb%(43)
Level 24: Kick -- Acc-I(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(45)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(40)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/EndRdx(48)
Level 38: Health -- Numna-Heal(A), Numna-Heal/Rchg(39)
Level 41: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-Psi/Status(45)
Level 44: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(48)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(50), P'Shift-End%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 17.1% Defense(Fire)
  • 17.1% Defense(Cold)
  • 17.4% Defense(Energy)
  • 17.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 13.9% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 5.4% Max End
  • 32% Enhancement(Accuracy)
  • 47.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 266.1 HP (19.9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 78% (4.36 HP/sec) Regeneration
  • 3% Resistance(Psionic)
  • 30% RunSpeed
  • 2% XPDebtProtection


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

I run a slightly different build, but I'd say the achilles in lotus drops won't benefit you too much, it won't stack with the person your ST attacking and it's a little too random for me on a large mob. I went with maneuvers to give my team some def and also put me at the cap, but I don't have char or hasten (instead I have maneuvers and build up).

How much does hasten benefit you? My ST damage attack chain is just fine (enough to solo the likes of ghost widow) and my AoE is still nice too, although on roughly a 2s longer recharge than yours.

For reference, this is what I run.

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

Click this DataLink to open the build!

Destiny: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Gambler's Cut -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(34)
Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(13), Numna-Regen/Rcvry+(13), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(46)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 8: Divine Avalanche -- HO:Nucle(A), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Heal/EndRdx/Rchg(25)
Level 18: The Lotus Drops -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(31), Erad-%Dam(31)
Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(46)
Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(37)
Level 24: Swift -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
Level 28: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(31)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(42)
Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46)
Level 38: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run



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@Mojo-
Proud Member of Fusion Force.

 

Posted

Appreciate the input!

The Achilles proc in Lotus is mainly for groups. Katana/WP isn't exactly an AoE DPS juggernaut, so the aoe -resistance is a consolation, while also helping by having a chance to proc on the bosses, making my job of killing them easier if GC doesn't proc.

As for Hasten, when active it makes GD and SD go up a bit over a second sooner, which can't be bad for DPS. Being able to fire off Lotus more often is also very nice of course.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Something to take into account; The Devs have recently announced that the Fitness pool is going to become inherent sometime in the near future. This means that all powers in the Fitness pool will be available to you at level 1 or 2 without you actually having to pick them. You could three-slot stamina at level 3, if you so chose.

This means about three new powers that you could shove into your build, which you may be able to use to fix your defenses without diluting other aspects of your character as much.


 

Posted

I need to clean this up, but here's my standard explanation of why you normally shouldn't put an Achilles' Heel in an true AoE attack.

Quote:
Lets say you're surrounded by five even level minions and you use a PBAoE with an Achilles' Heel proc in it. With a 20% chance of firing, on average it will hit one of those minions. Achilles' Heel is basically a buff – attacks on that minion over the next ten seconds will do 20% more damage. So we can consider that additional damage to be the “damage” that the proc does. A level 50 minion has 430 hit points. Let's say that the attack with the proc did 190 hit points of damage, leaving the minion with 240 hit points. And lets say that you DO manage to kill the minion in the next ten seconds. The 240 hit points of damage required to kill the minion can be considered to be 200 base hit points of damage, plus 40 hit points of damage from the proc. So what's the MAXIMUM damage that the proc can do? It would be in an AoE that does NO damage itself, so that the minion still has all 430 hit points of damage. And then you'd need to finish off the minion in the next 10 seconds, which pretty much means finishing off the whole crowd in 10 seconds since I don't think there's a way to identify who got hit with the proc, or at least not to do it quickly. You would then attack the minion for exactly 359 points of damage, and the proc would do the other 359 * 20% = 71 points of damage.

So the proc does 71 damage to an even level minion under nearly IDEAL circumstances –your AoE does no damage at all, and you finish off the crowd in the next 10 seconds.

What about a regular damage proc? That's a lot simpler. 20% chance of doing 71.8 damage.

So when fighting minions, even under nearly ideal circumstances, the Achilles' Heel proc basically only pulls even with a regular old damage proc. In practice, it'll be way behind.

What about lieutenants? Well, you won't be surrounded by just five lieutenants and nothing else, and good luck finishing five lieutenants off in 10 seconds except with an AoE monster, but sure, let's say that everything comes together just perfectly. A level 50 lieutenant has 805 hit points. So you're doing 671 damage, and the proc does 671 * 20% = 134 damage to finish off the lieutenant. Then yes, under these even more ideal circumstances, the Achilles' Heel proc will do somewhat more damage than a regular old damage proc. But taking into account that not everyone's level 50, that you won't often find yourself in this situation, that your AoE actually does damage, and that sometimes you won't finish off the guy that got hit with the proc in the next 10 seconds, I wouldn't say that it's necessarily better in practice. I'd probably still recommend a regular damage proc as being more likely to do more damage on average, and to do it sooner since it takes effect on that attack rather than on potential future attacks. But even if we take the 20% chance of 134 damage at face value, what about a purple proc? That's a 33% chance of 107.1 damage = 35.343 damage on average, compared to our 20% * 134 = 26.8 damage on average. So the purple proc is still significantly better than Achilles' Heel against lieutenants even under near ideal circumstances.

So we pretty much need to get up to boss level before the Achilles' Heel starts to really beat out the alternatives. And while you might be using AoEs on a boss farm, you're not going to be finishing off that crowd of bosses in 10 seconds unless you're on a big AoE team. So I suppose I could add a qualifier of “unless you're AE boss farming on a big AoE team” to my advice to skip Achilles' Heel procs on AoEs, but that's seems unnecessary, that being such an exceptional circumstance.

So the basic use of Achilles' Heel procs is for taking down single hard targets. It's a single target because you don't usually find or take out multiple hard targets fast enough (with some exceptions on some teams). And its a hard target like a boss or above because only those have enough hit points for the damage from the Achilles' Heel to add up.

Now, I DO see some logic in putting it in AoEs for another situation – attacking the boss, but using an AoE because there are other enemies around. The primary target is the boss, so it's pretty much like putting it in a single target attack at that point, which is to say that it is worthwhile. However, what percentage of time do you use your AoEs that way specifically, and what percentage of time do you use them on targets other than bosses? Generally speaking, I think AoEs are largely used as minion munchers. As such, the Achilles' Heel procs are usually going to be outclassed by other options, often significantly outclassed.

REVISION: If the AoE has a regular damage proc, it is all but guaranteed to do full damage, because most AoEs don't do enough damage to kill the minions in that one hit, even when the proc hits. You could always be finishing off something with an AoE, I suppose, in which case a regular proc wouldn't hit for full damage. But if you're finishing off something with AoE, the Achilles' Heel DEFINITELY isn't helping, since it just sets you up for future damage. So we're talking about that initial hit. With an Achilles' Heel, some of the extra damage buff will almost always be wasted on blowthrough damage. In other words, you're not going to do exactly 359 damage, and the proc does the other 71. You're just as likely to have your last attack do blowthrough damage, in which case the proc also isn't contributing as much.,

REVISION: For the AoE attack on bosses, not particularly useful because your single target chain should have a bunch of Achilles' Heels, and stacking makes each additional one less useful. Depends on primary, of course.


"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

That's quite an interesting read there, Werner.

I have to say though that in the setting that I usually play in, big teams, I believe the Achilles' proc contributes to the team's overall AoE potential more than a regular damage proc would. A purple proc on the other hand seems superior to it in every way, and I will start saving for one after this build gets done(Not sure if it wouldn't be better to put the purple proc in GD, though).

@Warkupo that's very nice to hear, fun to be had with builds in the future I suppose.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster